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Additional Dragon shaman feats
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<blockquote data-quote="Obergnom" data-source="post: 3612153" data-attributes="member: 7145"><p>hmm,</p><p></p><p>to be honest, I simply would not offer a feat that enhances the draconic aura. The first one was a must have and I see the chain as being balanced. But, I think what will happen is, your player will take the whole chain, because he thinks it is neccessary to make his class as powerfull as the rest. </p><p>(Which seems to be the reason why Double Draconic Aura was introduced, so far, I have no experience with a DS at level 12 or more, but it seems likely that otherwise the aura would not be very prominent)</p><p>My advice: forget about this feat, or make it available after double draconic aura is available and you have seen it in play, and you still think the DS is underpowered. At lower levels, he is just fine.</p><p></p><p>A cool aura changing feat, that your player would probably take only after he experienced during game play how useful it is, would be a feat that doubles the aura range. (Changing it from 30ft to 60ft radius, like the marshals aura)</p><p></p><p>IMO with Metabreath, Breath Channeling and the usual combat feat chains, a DS has more than double spend all of his 7 available feats.</p><p></p><p>The Strenght drain feat. I would say, make it a recharge time +3 or +4 Metabreath feat. Thus, at higher levels, the DS is not able to breath twice per encounter. (And it makes the feat less of a no-brainer. Something I think is good)... oh, and don't make it work with clinging breath...)</p><p></p><p>You could also convert either the energy substitution or the searing spell meta magic feats into meta breath feats. Something like this:</p><p></p><p><strong>Searing Breath</strong></p><p></p><p>Prereq: Breath Weapon dealing at least 4 dice of fire damage</p><p>Effect: Your breath weapon is so hot that it ignores resistance to fire and deals half damage to creatures immune to fire. Creatures vularable to fire take double damage.</p><p>When you use this feat, add +1(+2?) to the number of rounds you must wait before using your breath weapon again.</p><p></p><p><strong>Breath Weapon Substitution</strong></p><p></p><p>Prereq: Breath Weapon dealing acid, cold, electricity or fire damage.</p><p>Effect: You may change the energy damage of your breath weapon into acid, cold, electricity or fire damage. When you use this feat, add +1(+2?) to the number of rounds you must wait before using your breath weapon again.</p><p></p><p></p><p>I think both of these feats would solve the "at high levels useless" problem of your character, and he would be able to do damage with his breath weapon. (especially in combination with other metabreath feats like maximize)</p></blockquote><p></p>
[QUOTE="Obergnom, post: 3612153, member: 7145"] hmm, to be honest, I simply would not offer a feat that enhances the draconic aura. The first one was a must have and I see the chain as being balanced. But, I think what will happen is, your player will take the whole chain, because he thinks it is neccessary to make his class as powerfull as the rest. (Which seems to be the reason why Double Draconic Aura was introduced, so far, I have no experience with a DS at level 12 or more, but it seems likely that otherwise the aura would not be very prominent) My advice: forget about this feat, or make it available after double draconic aura is available and you have seen it in play, and you still think the DS is underpowered. At lower levels, he is just fine. A cool aura changing feat, that your player would probably take only after he experienced during game play how useful it is, would be a feat that doubles the aura range. (Changing it from 30ft to 60ft radius, like the marshals aura) IMO with Metabreath, Breath Channeling and the usual combat feat chains, a DS has more than double spend all of his 7 available feats. The Strenght drain feat. I would say, make it a recharge time +3 or +4 Metabreath feat. Thus, at higher levels, the DS is not able to breath twice per encounter. (And it makes the feat less of a no-brainer. Something I think is good)... oh, and don't make it work with clinging breath...) You could also convert either the energy substitution or the searing spell meta magic feats into meta breath feats. Something like this: [B]Searing Breath[/B] Prereq: Breath Weapon dealing at least 4 dice of fire damage Effect: Your breath weapon is so hot that it ignores resistance to fire and deals half damage to creatures immune to fire. Creatures vularable to fire take double damage. When you use this feat, add +1(+2?) to the number of rounds you must wait before using your breath weapon again. [B]Breath Weapon Substitution[/b] Prereq: Breath Weapon dealing acid, cold, electricity or fire damage. Effect: You may change the energy damage of your breath weapon into acid, cold, electricity or fire damage. When you use this feat, add +1(+2?) to the number of rounds you must wait before using your breath weapon again. I think both of these feats would solve the "at high levels useless" problem of your character, and he would be able to do damage with his breath weapon. (especially in combination with other metabreath feats like maximize) [/QUOTE]
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