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<blockquote data-quote="Drawmack" data-source="post: 890799" data-attributes="member: 4981"><p>Originally posted by Steven</p><p></p><p>I'm formatting these to make them easier to read.</p><p></p><p><span style="color: orange">Positive Weapon Infusion</span></p><p><span style="color: white"><strong>Pre-Requisite:</strong><em> Channeling Positive Energy Feat, Religion 3 ranks, Ability to Cast 2nd level Divine Spells, Ability to turn undead</em></span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Benefit:</strong> This changes the damage dealt by the weapon that has been Infused into a temporary conduit for the holy energies of the Positive Material Plane causing the weapon to do Holy Damage for 1 round. Each use of this ability uses 1 of the daily uses of turning undead available to the user.</span></p><p></p><p>I don't see a problem with this feat. It is pretty much just giving the cleric an extra use for their turning, though this could cause problems with the CR of a creature that can only be harmed by holy weapons, especially under the 3.5 dr rules.</p><p></p><p><span style="color: orange">Weapon Attunement </span><span style="color: white">(<em>General/Fighter</em>)</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Pre-Requisite:</strong> <em>BAB+3, Concentration 3 ranks, Base Will Save +2</em></span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Benefit:</strong> By taking 1 hour and meditating with a weapon that you are proficient in and succeeding at a Concentration check DC 15 at the end of the hour long period you can attune yourself to the weapon. This provides either a +1 to hit or damage for the next 24 hours. What the +1 affects must be chosen before the meditating. Failing the Concentration Check means that you cannot use this feat again for 24 hours. This bonus stacks with any existing bonus. </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Special:</strong> You may take this feat multiple times each time it applies to a different weapon. </span></p><p><span style="color: white"></span></p><p></p><p>Here I have a question. Can I take the feat twice and spend two hours to get a +1 to both hit and damage? All in all I like the idea of the feat because it gives the fighter something to do while the casters prepare. Personally I think it might be a bit under powered it should make it a +1 weapon for the next 24 hours when in your hands able to beat +1 DR.</p><p></p><p><span style="color: orange">Surmise Battle</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Prerequisite:</strong><em> Dexterity 13+, Wisdom 12+</em></span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Benefit:</strong> By using a free action every round and judging the actions of opponents for the their next round action you may add +2 to your initiative every other round. To use this feat you have to declare that it will be used in a given round as this is assumed to be your free action for the round. </span></p><p></p><p>I have a bit of trouble with this one. While I don't see it as overpowering or anything I see it as causing confusion and slowing battle. Initiative staying the same really increases the speed of battle but with this you'll have characters moving around in itiative, which takes the benefit away again.</p><p></p><p></p><p><span style="color: orange">Expert Flanker</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Prerequisite:</strong><em> 12+ Int</em></span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Benefit:</strong> You are a learned Flanker. Anytime you are involved in a flanking situation with either a melee weapon or a missile weapon (if withing 30’) you may increase your flanking attack modifier by +2.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Special:</strong> Must have flanked at least a dozen separate opponents and scored a successful attack roll that dealt damage to each of them.</span></p><p><span style="color: white"></span></p><p></p><p>This I think could be unbalancing. Here is the reason why.</p><p></p><p></p><p></p><p>So a rogue with this feat gets a +4 to hit while flanking, plus they get sneak attack damage while flanking. This increases their chances of hitting by 10%. That's an extra hit every 10 rounds of battle, that deals sneak attack damage. Maybe you could give them some other type of bonus for flanking, but I don't like the additional +2. Maybe if you increase the prereqs so that level is involved through save bonus of BaB or something.</p><p></p><p><span style="color: orange">Chaotic Spell </span><span style="color: white">(<em>Metamagic</em>)</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Prerequisite:</strong><em> Chaotic Alignment, ability to cast 4th level or higher spells.</em></span></p><p><span style="color: white"></span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Benefit:</strong> When memorizing spells you may choose any one spell to be memorized as a chaotic spell. A chaotic spell has a 50% to have the maximum affect (max damage) if there is a damaging roll (save allowed) or the DC of the spell increased by +3. This feat may be taken multiple times and each time it allows the user to memorize an additional Chaotic Spell (if you have taken this feat 2 times you may choose to memorize 2 chaotic spells from the list of spells you may memorize). There is a 50% that casting a Chaotic Spell will have the minimum result, or in the case of non-damaging spells the DC could be lowered by 3. Memorizing a Chaotic Spell takes up the normal spell level slot. </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Special:</strong> If the character ever changes to a non-chaotic alignment he instantly looses the benefit of this spell until his alignment reverts to chaotic. </span></p><p></p><p>Your benefit text needs to be cleaned up a bit on this one, it repeats itself. In repeating itself it also contradicts itself, is the DC increased or decreased? Who decides if the roll is for max damage or DC change? When is the decision made? It should also make the spell take up a slot one higher level then the original spell.</p></blockquote><p></p>
[QUOTE="Drawmack, post: 890799, member: 4981"] Originally posted by Steven I'm formatting these to make them easier to read. [color=orange]Positive Weapon Infusion[/color] [color=white][b]Pre-Requisite:[/b][i] Channeling Positive Energy Feat, Religion 3 ranks, Ability to Cast 2nd level Divine Spells, Ability to turn undead[/i] [b]Benefit:[/b] This changes the damage dealt by the weapon that has been Infused into a temporary conduit for the holy energies of the Positive Material Plane causing the weapon to do Holy Damage for 1 round. Each use of this ability uses 1 of the daily uses of turning undead available to the user.[/color] I don't see a problem with this feat. It is pretty much just giving the cleric an extra use for their turning, though this could cause problems with the CR of a creature that can only be harmed by holy weapons, especially under the 3.5 dr rules. [color=orange]Weapon Attunement [/color][color=white]([i]General/Fighter[/i]) [b]Pre-Requisite:[/b] [i]BAB+3, Concentration 3 ranks, Base Will Save +2[/i] [b]Benefit:[/b] By taking 1 hour and meditating with a weapon that you are proficient in and succeeding at a Concentration check DC 15 at the end of the hour long period you can attune yourself to the weapon. This provides either a +1 to hit or damage for the next 24 hours. What the +1 affects must be chosen before the meditating. Failing the Concentration Check means that you cannot use this feat again for 24 hours. This bonus stacks with any existing bonus. [b]Special:[/b] You may take this feat multiple times each time it applies to a different weapon. [/color] Here I have a question. Can I take the feat twice and spend two hours to get a +1 to both hit and damage? All in all I like the idea of the feat because it gives the fighter something to do while the casters prepare. Personally I think it might be a bit under powered it should make it a +1 weapon for the next 24 hours when in your hands able to beat +1 DR. [color=orange]Surmise Battle[/color] [color=white] [b]Prerequisite:[/b][i] Dexterity 13+, Wisdom 12+[/i] [b]Benefit:[/b] By using a free action every round and judging the actions of opponents for the their next round action you may add +2 to your initiative every other round. To use this feat you have to declare that it will be used in a given round as this is assumed to be your free action for the round. [/color] I have a bit of trouble with this one. While I don't see it as overpowering or anything I see it as causing confusion and slowing battle. Initiative staying the same really increases the speed of battle but with this you'll have characters moving around in itiative, which takes the benefit away again. [color=orange]Expert Flanker[/color] [color=white] [b]Prerequisite:[/b][i] 12+ Int[/i] [b]Benefit:[/b] You are a learned Flanker. Anytime you are involved in a flanking situation with either a melee weapon or a missile weapon (if withing 30’) you may increase your flanking attack modifier by +2. [b]Special:[/b] Must have flanked at least a dozen separate opponents and scored a successful attack roll that dealt damage to each of them. [/color] This I think could be unbalancing. Here is the reason why. So a rogue with this feat gets a +4 to hit while flanking, plus they get sneak attack damage while flanking. This increases their chances of hitting by 10%. That's an extra hit every 10 rounds of battle, that deals sneak attack damage. Maybe you could give them some other type of bonus for flanking, but I don't like the additional +2. Maybe if you increase the prereqs so that level is involved through save bonus of BaB or something. [color=orange]Chaotic Spell [/color][color=white]([i]Metamagic[/i]) [b]Prerequisite:[/b][i] Chaotic Alignment, ability to cast 4th level or higher spells.[/i] [b]Benefit:[/b] When memorizing spells you may choose any one spell to be memorized as a chaotic spell. A chaotic spell has a 50% to have the maximum affect (max damage) if there is a damaging roll (save allowed) or the DC of the spell increased by +3. This feat may be taken multiple times and each time it allows the user to memorize an additional Chaotic Spell (if you have taken this feat 2 times you may choose to memorize 2 chaotic spells from the list of spells you may memorize). There is a 50% that casting a Chaotic Spell will have the minimum result, or in the case of non-damaging spells the DC could be lowered by 3. Memorizing a Chaotic Spell takes up the normal spell level slot. [b]Special:[/b] If the character ever changes to a non-chaotic alignment he instantly looses the benefit of this spell until his alignment reverts to chaotic. [/color] Your benefit text needs to be cleaned up a bit on this one, it repeats itself. In repeating itself it also contradicts itself, is the DC increased or decreased? Who decides if the roll is for max damage or DC change? When is the decision made? It should also make the spell take up a slot one higher level then the original spell. [/QUOTE]
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