A Few New Feats

Terraism

Explorer
I've been gearing up for my next game, and started to collect a number of feats I penciled down during my last one. Usually when something happened in-game, and I thought "wouldn't it be nice, if..." And now I'm turning that "if" into a feat. I've only got two right now (that don't duplicate alreayd commonly house-ruled feats), but I'll probably end up adding more.

Cannibalize Scroll [General]
You can siphon the magic of a scroll into yourself for a limited time.
Prerequisites: Use Magic Device 9 ranks, ability to spontaneously cast spells
Benefit: When using a scroll, you may opt to make a Use Magic Device check (DC15 + twice the level of the spell). If you succeed at the check, the spell is cast as normal and added to your list of known spells for one round per point that you exceeded the DC.

Trapsmith [General]
You have learned to work with traps, as well as spot them more successfully.
Prerequisites: Disable Device 4 ranks.
Benefit: You may use the Search skill to locate traps with a Difficulty Class higher than 20. You may also use the Disable Device skill to disarm magical traps. If you beat a trap's DC by 10 or more with a Disable Device check, you may study it, figure out how it works, and bypass it without disarming it. Finally, you gain a +2 bonus to Craft (trap) checks.
Special: Normally you must have the trapfinding class ability to locate traps with a DC higher than 20 or disarm magical traps.
 
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I like these both a lot. I might even make Cannibalize Scroll better (say make the duration in minutes or even hours rather than rounds). You still need the slots after all.

Trapsmith should be a core feat.
 

Special: Normally you must be a rogue to locate traps with a DC higher than 20 or disarm magical traps.

Special: Normally you must have the trapfinding class ability to locate traps with a DC higher than 20 or disarm magical traps.

nitpicking, I know
 

Ilium said:
I like these both a lot. I might even make Cannibalize Scroll better (say make the duration in minutes or even hours rather than rounds). You still need the slots after all.

Trapsmith should be a core feat.
I'm not entirely sure about the duration yet - or even the DC, for that matter. That said, rounds did seem best right now, to keep it from being away around the sorcerer's main restriction. Anyone else have a feel for the duration?

As far as Trapsmith, yes, I agree. In my game, I've removed the rogue's trapfinding ability and just gave them Trapsmith as a bonus feat. Sure, it's an extra +2 to craft (traps), but I honestly don't think that'll overpower the class. ;)


Land Outcast said:
Special: Normally you must have the trapfinding class ability to locate traps with a DC higher than 20 or disarm magical traps.

nitpicking, I know

[Grins.] Good point, nitpicking or not. Changed. :)
 

i dont know about the trapsmith, you are taking away a class ability which is problematic. would you let a fighter get a feat that lets him rage? or give the scout a feat that grants him the monks base movement?
i know these are stronger examples but they are here to make a point. you are taking away something which has always been the thiefs domain and giving everyone access to it via a feat which has lowly preq most player can get by 2nd level at most.
i gather from you tone that you dont like the thief having this special ability but pray tell me what reason is there now to play one? the sneak ability or the extra skill points? or do you simply want to aliminate this core class completly and turn all its features into feats?
the cannibalize scroll however i like very much. i think the duration is fine, at most make it 2-3 rounds per level or maybe allow him to apply metamagics to it if you feel its too weak but i think its cool as is.
Z
 

ceratitis said:
i gather from you tone that you dont like the thief having this special ability but pray tell me what reason is there now to play one? the sneak ability or the extra skill points? or do you simply want to aliminate this core class completly and turn all its features into feats?
Well, for starters, they still have it - it didn't get taken away. My issue is that I see no reason for a character - when there are multiple reasons for someone to have an understanding of traps - to be forced to take a level of rogue to get it. As far as why play a rogue? Well, I've never exactly considered Trapfinding the rogue's hallmark ability - I'd imagine people still play them because they have more skill points per level than any other class, or maybe the 10d6 of sneak attack. Evasion, Uncanny Dodge, and the four different Special Abilities they get are also compelling reasons, for that matter.

ceratitis said:
the cannibalize scroll however i like very much. i think the duration is fine, at most make it 2-3 rounds per level or maybe allow him to apply metamagics to it if you feel its too weak but i think its cool as is.
Sounds good. :) I felt it was appropriate, too, but I wanted to check out a few other opinions.
 

i dont know if i'd say trapfinding is the hallmark of a rogue but it's definatly one of them. rogues get to shine in off battle situations where their skills shine and one of these classics is heading for a door (search,listen, picklock ect...) sneak attack is granted by several other classes and many dms grant extra skill points to all cos its fun. personaly i love playing rogues and this feat just doesnt feel right. every class has an area where they excel and imho traps fall in the rogue domain. so yes if one want to handle traps they need a rogue level, only one would let them do all the trapfinding they want.
maybe seperate different types of traps? the needle in the lock type is in the rogue domain while you feat enables the finding of wilderness traps like the ones rambo uses in "first blood" (yeah its crap, but its such a classic movie :D) and dwarf should be able to find mechanical traps like a trap door ect... just a random thought.
Z
 


Terraism said:
Here's a question for you. Why would you allow dwarves to find mechanical traps?

dont know, it just feels right. maybe 'cos they used to in older vertions :heh: ?
maybe they can spot a discolouring or other slight differences in the stone work. i think i'd allow elfs a chance to spot 'something wrong' in this close patch of leaves 'cos there's really a pit trap under it.
i too feel that the trapsense is somehow wrong 'cos not all traps are the same. i'll explain- i currently play a homebrew scout type. to emulate it i have no skill in picking locks or pockets but it made perfect sense to me to invest in disable device for both traps (i was thinking the rambo style ones) and the sabotage potencial (rigging a wheel to fall off or something) however in the last two levels the adventure was very dungen based and i didnt use either of these options. i did encounter your regular veriaty of traped doors and chests ect... by the rules disarming them is the same skill but the way i saw it my char would have had no training in such traps. i'd allow him to search for them maybe with a penalty but disarm them??! how would he know how to do that?
its these kind of problems that made me feel trap types should have a different skill but that would screw up too much so i gave it a rest but maybe you could do better :D
Z

p.s
i see the demi humans as more in tune with their natural element granting them special bonuses while humans can learn everything and be just as good with enough skill invested.
 

Terraism said:
I've been gearing up for my next game, and started to collect a number of feats I penciled down during my last one. Usually when something happened in-game, and I thought "wouldn't it be nice, if..." And now I'm turning that "if" into a feat. I've only got two right now (that don't duplicate alreayd commonly house-ruled feats), but I'll probably end up adding more.

Cannibalize Scroll [General]
You can siphon the magic of a scroll into yourself for a limited time.
Prerequisites: Use Magic Device 9 ranks, ability to spontaneously cast spells
Benefit: When using a scroll, you may opt to make a Use Magic Device check (DC15 + twice the level of the spell). If you succeed at the check, the spell is cast as normal and added to your list of known spells for one round per point that you exceeded the DC.
This seems a little good for a base feat. How about letting the base Cannibalise Scroll let you cast an extra one of your own spells? Improved Cannibalise Scroll would give you the ability as you've written it (perhaps for a greater time), Greater Cannibalise Scroll would let you add the spell permanently to your list for ((500 x spells cannibalised) + 500 + (500 x spell level)) XP (q.v. Permanency). This last might be Epic.
 

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