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<blockquote data-quote="Spatzimaus" data-source="post: 370586" data-attributes="member: 3051"><p>Responses to EB:</p><p></p><p>Altered Repertoire: Actually, this is exactly how I've errata'd all Sorcerers in my world. Note that you can't really get a CHA of 30+, because only your INHERENT CHA matters here. A Cloak of Charisma doesn't help. But yes, by level 20 you could still have a CHA in the high 20s if you use 5 wishes at once. That gives you maybe a dozen new known spells, at the cost of less spells per day.</p><p></p><p>Expanded Spells:</p><p>Note the "+1 level" part. Shield is a good spell, but as a 2nd-level Bard spell? Cone of Cold at 6, where they can't take it until level 16? Also remember the Feat doesn't actually give the spell; they still have to select the spell as a known spell, so it's costing them a 2nd-level slot. (Paladins and Rangers don't have that drawback, but for them the +1 level thing is MUCH more painful)</p><p>I suppose you could balance it by saying that all four spells have to be from the same school of magic, and that Bards can't take Evocation. We actually came up with this one for a Psionic Warrior who wanted Body Adjustment for its dinky self-healing; as a 3rd-level power it's double the normal PP cost (Torc of Psionic Might).</p><p></p><p>Spell Finesse:</p><p>Not sure on your math. A level 20 Wizard could only increase the Disintegrate DC by 4 with this Feat (note the 2-for-1 part) by reducing caster level to 12. This is comparable to the Greater Spell Focus Feat, with a drawback (lower caster level means lower ranges, durations, caster level checks vs SR, etc) to balance the increased flexibility.</p><p>Yes, it makes the really low-level stuff hard to resist. On the other hand, those spells aren't very effective, especially when you lower caster level. Originally, I had the cap be that you could only apply it once per spell level (that is, a 9th-level spell could go +9, a 5th +5, etc.) but it led to strange situations like a 9th-level instadeath spell with a caster level of 1 for an insane DC.</p><p>The question is, is there a way to balance the basic concept? Just saying "once per time you take this Feat" is too weak, IMHO, unless you raise the ratio to 2-for-2 or something.</p><p></p><p>Improved Combat Reflexes:</p><p>Actually, this one wasn't really mine, it was from this board a year ago. The Spring Attack thing was one of the things people were asking for; it's just too absolute. It's still a -8 to attack the person, so it's not a guaranteed hit by any means. But if you don't like it, pull that part out.</p><p></p><p>Sharpshooter:</p><p>Yeah, I know, the name sucks. It was actually made as a class ability for a jungle fighter prestige class, and was translated to a Feat. It's not ranged-only; it's more an increase in your senses than anything else, so I guess Alertness would be a good prereq. Probably rename it "Hawk Eye" or something.</p><p>(I also added a "1/10th Cover" category for Bucklers, etc., that only gives a +1 AC against melee attacks; it's like standing behind a chair or curtain, where it might interfere with weapons a little but not enough to really matter. So with this Feat you won't see it go to zero all the time.)</p><p>Question: the Sharpshooting Feat you refer to doesn't have the "not effective against Total Cover/Concealment" clause, does it?</p><p></p><p>Polearm Fighting:</p><p>Clarify: the 19-20/x2 is just the threat range for the shaft if you sharpen it. It's more of a dagger than a spear when you use the back end (it's based on an old Greek spear design). I actually originally just said "The back end is either blunt (treat as Light Mace) or sharpened (treat as Dagger)" but a dagger only does 1d4 and it needed to be a little stronger. Actually, I found that most people take the blunt end anyway since there aren't any reach bludgeoning weapons, so mixing damage types works well against stuff resistant to slashing/piercing.</p><p></p><p>Improved PF:</p><p>In fact, these two feats were designed for a Glaive; too many people just go with swords, and I thought polearms would be much cooler. What I figured, though, is that you're spending TWO Feats to make a double weapon that:</p><p>1> Can be used as a single-end reach weapon</p><p>2> Can take AoOs as a person closes (and with this Feat you can use either end)</p><p>3> Has a lousy offhand weapon (1d6 damage, can't give it enchantments).</p><p>I don't know, it doesn't seem too bad for a price of 2 Feats; you could just take the Kusari-Gama or Spiked Chain proficiency for less to get the same effect. 1&2 together are just like adding 5' to a sword's reach. </p><p>Maybe make it a Move-Equivalent Action to "choke up" on the shaft (or have it be the same as drawing the weapon, so that Quickdraw would work). This'd keep people from instantly using it as a double weapon all the time, and it'd prevent you from using the pointy end for movement AoOs.</p><p>So let's see... you need Polearm Fighting (originally it was named Shaft Fighting but people made all kinds of jokes), Improved Polearm Fighting, Two-Weapon Fighting, Ambidexterity, Quickdraw, maybe Improved 2W Fighting.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 370586, member: 3051"] Responses to EB: Altered Repertoire: Actually, this is exactly how I've errata'd all Sorcerers in my world. Note that you can't really get a CHA of 30+, because only your INHERENT CHA matters here. A Cloak of Charisma doesn't help. But yes, by level 20 you could still have a CHA in the high 20s if you use 5 wishes at once. That gives you maybe a dozen new known spells, at the cost of less spells per day. Expanded Spells: Note the "+1 level" part. Shield is a good spell, but as a 2nd-level Bard spell? Cone of Cold at 6, where they can't take it until level 16? Also remember the Feat doesn't actually give the spell; they still have to select the spell as a known spell, so it's costing them a 2nd-level slot. (Paladins and Rangers don't have that drawback, but for them the +1 level thing is MUCH more painful) I suppose you could balance it by saying that all four spells have to be from the same school of magic, and that Bards can't take Evocation. We actually came up with this one for a Psionic Warrior who wanted Body Adjustment for its dinky self-healing; as a 3rd-level power it's double the normal PP cost (Torc of Psionic Might). Spell Finesse: Not sure on your math. A level 20 Wizard could only increase the Disintegrate DC by 4 with this Feat (note the 2-for-1 part) by reducing caster level to 12. This is comparable to the Greater Spell Focus Feat, with a drawback (lower caster level means lower ranges, durations, caster level checks vs SR, etc) to balance the increased flexibility. Yes, it makes the really low-level stuff hard to resist. On the other hand, those spells aren't very effective, especially when you lower caster level. Originally, I had the cap be that you could only apply it once per spell level (that is, a 9th-level spell could go +9, a 5th +5, etc.) but it led to strange situations like a 9th-level instadeath spell with a caster level of 1 for an insane DC. The question is, is there a way to balance the basic concept? Just saying "once per time you take this Feat" is too weak, IMHO, unless you raise the ratio to 2-for-2 or something. Improved Combat Reflexes: Actually, this one wasn't really mine, it was from this board a year ago. The Spring Attack thing was one of the things people were asking for; it's just too absolute. It's still a -8 to attack the person, so it's not a guaranteed hit by any means. But if you don't like it, pull that part out. Sharpshooter: Yeah, I know, the name sucks. It was actually made as a class ability for a jungle fighter prestige class, and was translated to a Feat. It's not ranged-only; it's more an increase in your senses than anything else, so I guess Alertness would be a good prereq. Probably rename it "Hawk Eye" or something. (I also added a "1/10th Cover" category for Bucklers, etc., that only gives a +1 AC against melee attacks; it's like standing behind a chair or curtain, where it might interfere with weapons a little but not enough to really matter. So with this Feat you won't see it go to zero all the time.) Question: the Sharpshooting Feat you refer to doesn't have the "not effective against Total Cover/Concealment" clause, does it? Polearm Fighting: Clarify: the 19-20/x2 is just the threat range for the shaft if you sharpen it. It's more of a dagger than a spear when you use the back end (it's based on an old Greek spear design). I actually originally just said "The back end is either blunt (treat as Light Mace) or sharpened (treat as Dagger)" but a dagger only does 1d4 and it needed to be a little stronger. Actually, I found that most people take the blunt end anyway since there aren't any reach bludgeoning weapons, so mixing damage types works well against stuff resistant to slashing/piercing. Improved PF: In fact, these two feats were designed for a Glaive; too many people just go with swords, and I thought polearms would be much cooler. What I figured, though, is that you're spending TWO Feats to make a double weapon that: 1> Can be used as a single-end reach weapon 2> Can take AoOs as a person closes (and with this Feat you can use either end) 3> Has a lousy offhand weapon (1d6 damage, can't give it enchantments). I don't know, it doesn't seem too bad for a price of 2 Feats; you could just take the Kusari-Gama or Spiked Chain proficiency for less to get the same effect. 1&2 together are just like adding 5' to a sword's reach. Maybe make it a Move-Equivalent Action to "choke up" on the shaft (or have it be the same as drawing the weapon, so that Quickdraw would work). This'd keep people from instantly using it as a double weapon all the time, and it'd prevent you from using the pointy end for movement AoOs. So let's see... you need Polearm Fighting (originally it was named Shaft Fighting but people made all kinds of jokes), Improved Polearm Fighting, Two-Weapon Fighting, Ambidexterity, Quickdraw, maybe Improved 2W Fighting. [/QUOTE]
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