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General Tabletop Discussion
*Pathfinder & Starfinder
A few new Feats from my Campaign.
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<blockquote data-quote="Arkhandus" data-source="post: 3564594" data-attributes="member: 13966"><p>First off, the green color of text you use sometimes is a bad choice, it's hard to read on the default background colors of EN World's forums. Use a brighter color please.</p><p></p><p></p><p></p><p>This is like a feat from the Forgotten Realms Campaign Setting, but just a tad different. Also, cantrips aren't all that useful, anyway. I never really liked that FRCS feat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I would suggest changing this to 1 sorcerer spell of 0-level and 1 sorcerer spell of 1st-level, each castable once per day as arcane spells. Your line about range should say they count as a sorcerer of that caster level for purposes of determining these spell's effects. Since range isn't the only thing that caster level will matter for.</p><p></p><p>I have no idea where the concept of a cantrip being really strong or useful comes from. Makes no sense to me. Prestidigitation and one or two others are certainly handy for general cleanliness and personal entertainment, but they're not all that useful otherwise. And if you're in an adventuring party, there's almost certainly someone around who can cast Detect Magic or whatnot several times per day if they feel like it, so that's not really a great use for the feat (still has some use, just not all that useful in an adventuring party, where you're likely to have an actual primary spellcaster around).</p><p></p><p></p><p></p><p>This is fine to me, I suppose, though it's debateable whether or not a sorcerer is more valuable. I'm kind of inclined to say a familiar deserves at least 2 feats initial investment (and another one for full familiar advancement), but I dunno. Anyway, there's a feat from some book by Wizards of the Coast that grants a familiar somehow, so in any case the company at least finds such a thing okay. Though WotC has rather dubious balancing half the time.</p><p></p><p>Only thing I really see needs mention is that you should either put "rounded up" in the part where it mentions your effective sorcerer level for the familiar's benefits, or "minimum 1st-level sorcerer." I don't think you can have a familiar when you count as only a 0-level sorcerer (1st character level with this feat).</p><p></p><p></p><p></p><p>This is similar to various Forgotten Realms feats. MWP is a weak feat generally, especially since anyone who'd want to take it would probably be just as inclined to dip 1 level or so into Fighter, Ranger, or Barbarian for the extra bit of combat ability, and other proficiencies. Your Militia feat is similar or a bit weaker than some FRCS feats, but those are generally restricted to acquisition at the 1st character level (and are regional feats, though that's a dubious balancing point; many are no better or even weaker than general feats, only a few might just barely warrant being restricted to particular regions). I don't think it's a big deal though.</p><p></p><p>I'd suggest just a few tweakings to the wording and effects of your feat. As follows:</p><p>"You gain proficiency in the warhammer as a martial weapon. You also gain proficiency in shield bashes and shield spikes as martial weapons, but only with light shields. Lastly, you gain proficiency in the use of light shields and bucklers."</p><p></p><p></p><p></p><p>Seems fine, though I'm inclined to make it a bit different in one of three ways. Also, note that the skill is normally called Swim, not Swimming. Just nitpicking there. And, I think this feat deserves to have a limitation that it only be taken at the 1st character level, given its background and all. Otherwise I'd just suggest changing the name to Sea Dog or Seafarer, and changing the flavor text to reflect simply having some seafaring experience in general.</p><p></p><p>First possible change: Make it +3 Profession (sailor) and +2 Swim, or +2 P(s) and +3 Swim, since the first skill is kinda limited and less generally-useful (though handy in a seafaring campaign, it depends; it has no real use when on land, and can't really earn you money when you're ashore), while Swim gets a worse armor check penalty than normal if you're wearing armor or carrying a medium or heavy load.</p><p></p><p>Second possible change: Make it grant both of those skills as permanent class skills for the character, as well as granting +1 on Balance and Use Rope skill checks (though not changing those two skills' status). Add a requirement that the character must spend at least 1 skill point on Profession (sailor) at the level they gain that feat, and likewise for Swim.</p><p></p><p>Third possible change: Have it do the following instead: Give +1 on Balance, Profession (sailor), and Swim skill checks, as well as removing the doubling of Armor Check Penalties for Swim checks, at least in light armor if nothing else (and maybe also with light shields and buckler shields). This will be useful to privateers, pirates, marines, and such, as well as Player Characters who fight at sea, and it will still give some minor skill bonuses.</p><p></p><p><span style="color: Red">Temple Training</span> [General]</p><p>You were raised in a major temple as a foundling, and while you have chosen not to devote your lifes work to serving the gods, your time spent in the cloisters was not wasted.</p><p><span style="color: Blue">Prerequisite</span>: Wisdom <span style="color: Green">11+</span>.</p><p><span style="color: Blue">Benefit</span>: You may cast the 0-level divine spells cure minor wounds, guidance, and purify food and drink once per day each. You are treated as a cleric of your divine spellcaster level (minimum 1st level) for determining the range at which these spells can be cast.</p><p><span style="color: Blue">Special</span>: You may only take this feat as a 1st-level character.</p></blockquote><p></p><p>This feat is weaker than the arcane version, though it is mildly more useful to joe commoner with its bit of healing and purification. Make the same change to the caster level part as I mentioned for the arcane version ('cept it'd be effective cleric level of course). I'd suggest adding both Mending and Light to the set of orisons gained.</p><p></p><p>Changing it in the same manner as the arcane version may be too effective given the 1st-level cleric spells available (and far less useful to joe commoner, except for joe commoner the backstabbing jerk who wants to kill his neighbor bob). <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> So the addition of just another useful everyday orison or two would probably be better. And at least the 0-level divine spells have a bit more adventuring use than 0-level arcane spells.</p><p></p><p></p><p>Hope the suggestions are helpful.</p><p>[/QUOTE]</p>
[QUOTE="Arkhandus, post: 3564594, member: 13966"] First off, the green color of text you use sometimes is a bad choice, it's hard to read on the default background colors of EN World's forums. Use a brighter color please. This is like a feat from the Forgotten Realms Campaign Setting, but just a tad different. Also, cantrips aren't all that useful, anyway. I never really liked that FRCS feat. :p I would suggest changing this to 1 sorcerer spell of 0-level and 1 sorcerer spell of 1st-level, each castable once per day as arcane spells. Your line about range should say they count as a sorcerer of that caster level for purposes of determining these spell's effects. Since range isn't the only thing that caster level will matter for. I have no idea where the concept of a cantrip being really strong or useful comes from. Makes no sense to me. Prestidigitation and one or two others are certainly handy for general cleanliness and personal entertainment, but they're not all that useful otherwise. And if you're in an adventuring party, there's almost certainly someone around who can cast Detect Magic or whatnot several times per day if they feel like it, so that's not really a great use for the feat (still has some use, just not all that useful in an adventuring party, where you're likely to have an actual primary spellcaster around). This is fine to me, I suppose, though it's debateable whether or not a sorcerer is more valuable. I'm kind of inclined to say a familiar deserves at least 2 feats initial investment (and another one for full familiar advancement), but I dunno. Anyway, there's a feat from some book by Wizards of the Coast that grants a familiar somehow, so in any case the company at least finds such a thing okay. Though WotC has rather dubious balancing half the time. Only thing I really see needs mention is that you should either put "rounded up" in the part where it mentions your effective sorcerer level for the familiar's benefits, or "minimum 1st-level sorcerer." I don't think you can have a familiar when you count as only a 0-level sorcerer (1st character level with this feat). This is similar to various Forgotten Realms feats. MWP is a weak feat generally, especially since anyone who'd want to take it would probably be just as inclined to dip 1 level or so into Fighter, Ranger, or Barbarian for the extra bit of combat ability, and other proficiencies. Your Militia feat is similar or a bit weaker than some FRCS feats, but those are generally restricted to acquisition at the 1st character level (and are regional feats, though that's a dubious balancing point; many are no better or even weaker than general feats, only a few might just barely warrant being restricted to particular regions). I don't think it's a big deal though. I'd suggest just a few tweakings to the wording and effects of your feat. As follows: "You gain proficiency in the warhammer as a martial weapon. You also gain proficiency in shield bashes and shield spikes as martial weapons, but only with light shields. Lastly, you gain proficiency in the use of light shields and bucklers." Seems fine, though I'm inclined to make it a bit different in one of three ways. Also, note that the skill is normally called Swim, not Swimming. Just nitpicking there. And, I think this feat deserves to have a limitation that it only be taken at the 1st character level, given its background and all. Otherwise I'd just suggest changing the name to Sea Dog or Seafarer, and changing the flavor text to reflect simply having some seafaring experience in general. First possible change: Make it +3 Profession (sailor) and +2 Swim, or +2 P(s) and +3 Swim, since the first skill is kinda limited and less generally-useful (though handy in a seafaring campaign, it depends; it has no real use when on land, and can't really earn you money when you're ashore), while Swim gets a worse armor check penalty than normal if you're wearing armor or carrying a medium or heavy load. Second possible change: Make it grant both of those skills as permanent class skills for the character, as well as granting +1 on Balance and Use Rope skill checks (though not changing those two skills' status). Add a requirement that the character must spend at least 1 skill point on Profession (sailor) at the level they gain that feat, and likewise for Swim. Third possible change: Have it do the following instead: Give +1 on Balance, Profession (sailor), and Swim skill checks, as well as removing the doubling of Armor Check Penalties for Swim checks, at least in light armor if nothing else (and maybe also with light shields and buckler shields). This will be useful to privateers, pirates, marines, and such, as well as Player Characters who fight at sea, and it will still give some minor skill bonuses. [COLOR=Red]Temple Training[/COLOR] [General] You were raised in a major temple as a foundling, and while you have chosen not to devote your lifes work to serving the gods, your time spent in the cloisters was not wasted. [COLOR=Blue]Prerequisite[/COLOR]: Wisdom [COLOR=Green]11+[/COLOR]. [COLOR=Blue]Benefit[/COLOR]: You may cast the 0-level divine spells cure minor wounds, guidance, and purify food and drink once per day each. You are treated as a cleric of your divine spellcaster level (minimum 1st level) for determining the range at which these spells can be cast. [COLOR=Blue]Special[/COLOR]: You may only take this feat as a 1st-level character.[/QUOTE] This feat is weaker than the arcane version, though it is mildly more useful to joe commoner with its bit of healing and purification. Make the same change to the caster level part as I mentioned for the arcane version ('cept it'd be effective cleric level of course). I'd suggest adding both Mending and Light to the set of orisons gained. Changing it in the same manner as the arcane version may be too effective given the 1st-level cleric spells available (and far less useful to joe commoner, except for joe commoner the backstabbing jerk who wants to kill his neighbor bob). :uhoh: So the addition of just another useful everyday orison or two would probably be better. And at least the 0-level divine spells have a bit more adventuring use than 0-level arcane spells. Hope the suggestions are helpful. [/QUOTE]
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