Kerrick
First Post
I came up with this one a couple months back...For instance, I've always expected there'd eventually be a straightforward low-prereq, no-frills feat that reduces arcane spell failure by a certain percent, or alternatively, one that allows casting in light armor.
Armored Spellcaster [General]
You can cast spells in armor with less chance of failure.
Prerequisite: AP Light, Medium, or Heavy.
Benefit: If you are wearing armor or a shield with which you are proficient, the chance of arcane spell failure is reduced by 20%. If you are wearing armor and a shield, this reduction applies to the total percentage, not both items.
Special: You can take this feat up to three times; the second and third feat reduce the chance by 10%, for a total reduction of 40%.
Just make it part of Weapon Focus - you can draw a weapon as part of the move action, so why not add in sheathing it as a free action?A feat which lets you sheathe a weapon as a free action.
That's usually the fault of bad design, unless the skills are specifically used in the PrC.I don't have time to look for them exactly right now, but there are a goodly number of PrCs that require you to have a certain casting ability and then require skill ranks that no caster has as class skills, thus delaying entry to the PrC for quite some time unless you multiclass and lose a caster level.
Three? Pfft. They got of the TWO feats to get to -2/-2 because it was too much; having THREE to get to +0/+0 is way too much. If you want to limit it, give it high prereqs - Dex 17 and BAB +10, frex.I'd like to see a pair of feats, one each that reduce the on-hand and off-hand attack penalties from Two Weapon Fighting to 0, burning 3 feats to reduce those penalties to 0 seems fair.
Isn't that in PHBII?Deadeye Shot-
You can take a penalty on a ranged attack (no more than your BAB) to add a bonus to your ranged damage. (this feat is often used by snipers). This feat only works with bows, crossbows, and firearms (no hatchets or slings. See power throw from complete adventurer for that).
I'm with hong on this one - it'd be too much of a boost for rogue-types, who already get sneak attack/skirmish/whatever the hell they're calling it these days. I've thought it about it myself, and I can't justify giving someone a damage bonus based on Dex. Sure, you could say it's precision-based, but that could be more accurately modelled by having a "precise strike" feat.Add dex for damage on ranged weapons. Str increases damage on melee, I want someone with a bow or dagger to be able to increase their damage for having a greater stat.
Called shots. You don't need a feat for that. Although, if you wanted to avoid the -4 penalty, you could roll it into the precise strike feat I noted above.Combat abilities to perform targeted attacks.
we're talking dungeon doors, most of the time, which are usually stuck. The rest of the time, you're not just going to kick in the door unless you know for sure that there's nothing on the other side waiting for you (to include traps) or you want to surprise them. Not to mention that your hands are likely full (don't forget, most doors have a latch to keep them closed), so yes - it should take a move action to open them. Even if you're kicking/bashing the door in, you have to set yourself to get maximum effect. And... have you tried piling through a door as a group? Kinda hard to do - that's why people always get trampled in riots and fires.move to a door (partial movement)
open the door (move action)
walk through the door (rest of movement)
You could rule that moving through the door is a 5-foot step, though - chances are that you're going to stop, even momentarily, to look around, take in the situation, and then act; there's also a good chance that something is within 10 feet of the door, making a single attack feasible.