Game of Death

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Jeremy said:
I was simply making a jest that if another class had to be altered, then it must have downed another munchkin. Just a hypothetical situation I found amusing. :)
Why, as a matter of fact, I *am* an idiot. Heh :D.

Actually, it was just a straight comparison, in this case. My munchkin didn't really have a chance, if the other character was efficiently used. Which Number47 has, of course, assured me won't happen ;).
More nerfings that go on, the better chance I feel my character has. So seeing nerf's puts me in a good mood and one prone to silly comments like the above. ;)
Heh. Well, the nerfings I do rarely have anything to do with making sure everyone is equal - just that everyone has an equal chance, and that only fun kills happen.
 

A Slew of Feats...

...and then BED. Maybe :).

Called Shot (general feat, fighter feat)
You do more damage with pinpoint attacks.
Prerequisite: Dex 13+
Benefit: On your action, before making attack rolls for the round, you may choose to subtract an even number (-2, -4, etc.) from all attack rolls for the round and add half that number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.
Notes: Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.
CALLED SHOT Copyright 2001, Carl Cramér
Balance: 3.80 (Purp 3.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 3.75)

This originally did not have the 2:1 ratio. I changed it because otherwise it changes the balance of combat, and the purpose of strong combatants, too much. Particularly since it can be used with melee and ranged weapons, which Power Blow can not.

Ducking Shot (general feat, fighter feat)
You are skilled at dodging while using your ranged weapon.
Prerequisite: Point Blank Shot, Dodge, Dex 13+
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.
Notes: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
DUCKING SHOT Copyright 2001, Albert Nakano
Balance: 4.70 (Purp 4.50, Pow 4.75, Port 5.00, Comp 4.50, Rule 4.75)

Opportunity Shot (general feat, fighter feat)
You shoot so fast that you can make ranged attacks of opportunity at point-blank range.
Prerequisite: Base attack bonus +8 or higher, Dex 13+, Point-Blank Shot, Rapid Shot.
Benefit: When armed with a ranged weapon that is ready for use, you have an effective reach of 10 ft. (or the range increment of your weapon, whichever is less) and can make ranged attacks of opportunity in any area out to this range. You may not make ranged attacks of opportunity if you are standing in an area threatened by an opponent. You may only make one
Attack of Opportunity using this ability; Combat
Reflexes does not improve this.
Normal: Ranged weapons normally can't make attacks of opportunity, and you have no threatened area when using them.
Special: If you used Rapid Shot in the same round as you use Opportunity Shot, the -2 attack penalty applies to Opportunity Shot as well.
Notes: You can't make an attack of opportunity against an opponent with 1/2 or more cover, such as behind another character.
OPPORTUNITY SHOT Copyright 2001, Carl Cramér, Eric D. Harry
Balance: 4.25 (Purp 4.75, Pow 4.00, Port 4.25, Comp 3.75, Rule 4.50)

Improved Opportunity Shot:
Prerequisite: Base attack bonus +8 or higher, Dex 13+, Opportunity Shot, Point-Blank Shot, Rapid Shot.
Benefit: As for opportunity shot, but your threatened range expands to 30 feet (or twice your range increment, whichever is less).

I broke the original opportunity shot into two feats. It's pretty powerful, even broken into two, but keep in mind that this allows a maximum of one attack.

Cross-Class Secrets (general feat)
You can learn a prohibited skill.
Benefit: Pick any one exclusive skill. You can now learn this skill as a cross-class skill.
Special: This feat can be picked several times. It does not stack. Each time, it applies to a new skill.
Notes: If you wish to learn the formerly prohibited skill as a class skill, you can pick this feat, and the Cross-Class Learning feat (from the netbook of feats) applicable to the same skill.
CROSS-CLASS SECRETS Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
Balance: 4.48 (Purp 4.80, Pow 3.80, Port 4.40, Comp 4.60, Rule 4.80)

Cross-Class Learning (general feat)
You can learn a cross-class skill as if it were a class skill
Benefit: Pick any two skills that are not exclusive to any class. The selected skills become class skills for all your classes from this point on.
Special: This feat may be taken multiple times, but does not stack with itself. Choose two new skills to become class skills each time it is taken.
CROSS-CLASS LEARNING Copyright 2000, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.35 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75, Rule 3.75)

Cast on the Run (General feat)
(Ultimate Feats Book)
You can keep your wits about you and focus your
magic even while running from your enemy or
moving to attack. Much like a skirmisher, you
can cast spells without interrupting your movement.
Prerequisites: Combat Casting, Dodge, Mobility.
Benefit: When using a standard action to cast a
spell, you may move before and after casting your
spell, rather than using a move-equivalent action
to move before or after casting your spell. The
total distance you move may not exceed your base
movement. The movement does not provoke an
Attack of Opportunity, but your casting provokes
one normally.

Note that Cast on the Run is actually MORE powerful than Tactical Spellcasting - who'd've thunk I'd do that? ;)

Intuitive Spellcasting (general feat)
You are able to learn more spells.
Prerequisite: Ability to cast 1st level Arcane spells without preparation (like a Bard or Sorcerer)
Benefit: You can learn one additional spell of any level that you can cast. This is a single spell, not one spell per spell level.
Special: You can choose this feat multiple times but may only learn one additional spell each time you take it.
INTUITIVE SPELL KNOWLEDGE Copyright 2001, Eric D. Harry
Balance: 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.50, Rule 4.50)

Spell Toughness (general feat)
Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school
Prerequisite: Base Will save bonus +4 or higher
Benefit: Against spells from the chosen school, you get a +2 bonus to all saving throws.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
SPELL TOUGHNESS Copyright 2000, Michael J. Kletch
Balance: 4.30 (Purp 4.00, Pow 4.30, Port 4.30, Comp 4.30, Rule 4.60)

Greater Spell Toughness (general feat)
You are incredibly resistant to spells cast from a chosen school.
Prerequisite: Spell Toughness, Will save +6
Benefit: Add +4 to your saving throws against spells and spell-like effects from a chosen school of magic that you have previously chosen Spell Toughness for. This bonus supercedes (does not stack with) the bonus provided by Spell Toughness.
Special: You can choose this feat multiple times but its effects do not stack. Each time it is chosen, it must be applied to a different school of magic that meets the above prerequisites.
GREATER SPELL TOUGHNESS Copyright 2001, Eric D. Harry
Balance: 4.34 (Purp 3.60, Pow 4.60, Port 4.30, Comp 4.60, Rule 4.60)

Dispel Mastery (general feat)
You are an expert at dispelling spells.
Prereq: The ability to cast dispel magic.
Benefit: You get a +2 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +2.
Notes: In addition to dispel magic and greater dispelling, this feat could also be of use when casting break enchantment or quench.
DISPEL MASTERY Copyright 2001, Sébastien Adhikari
Balance: 4.80 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.50, Rule 5.00)

Note: I will allow this to stack with Spell Focus: Abjuration. It is narrow enough that I think the loss of the feat pays for the extra stacking.

Bonus Spells Focus (general feat)
Choose one spellcasting class. You receive more bonus spells for that class.
Prerequisite: Spellcaster level 4th+
Benefit: You gain a +2 bonus to the appropriate ability score for the purposes of determining how many bonus spells you have available to you in the chosen class.
Special: You can gain this feat multiple times if you have multiple spellcasting classes. Each time you take this feat, it applies to a different class.
BONUS SPELLS FOCUS Copyright 2001, William Setzer
Balance: 3.76 (Purp 3.80, Pow 3.60, Port 3.60, Comp 4.00, Rule 3.80)

Armored Caster (general feat)
You can reduce your chance of arcane spell failure when wearing armor.
Prerequisite: Armor Proficiency (in category of armor), Dex 13+.
Benefit: You can reduce your chance of arcane spell failure by 10%. Arcane spell failure can not be reduced below 5%.
Special: This feat does NOT stack.
ARMORED CASTER Copyright 2001, Bradley H. Bemis Jr.
Balance: 4.58 (Purp 4.50, Pow 4.20, Port 4.20, Comp 5.00, Rule 5.00)

BANNED

Bow Mastery: BANNED. This is the same as a second weapon focus that can stack with the original weapon focus, only better. To the player who found this for me, thanks :).

Combat Archery: BANNED. There is a better feat, called Ducking Shot, which is more in line with the balance of feats like Mobility and Combat Casting.

Improved Dodge: Still BANNED. Nope. Haven't changed my mind. It must be good, though, I keep getting the question :).

Tactical Spellcasting: BANNED. There is a better feat, called Cast on the Run, which is more in line with Spring Attack and Shot on the Run.

Draconic Bloodline: BANNED. Universal bonus to spell DCs, AND a new favored class, in return for... a vulnerability to dragonbane weapons? What? No. To the player who found this for me, thanks :).
 
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seasong said:
Dispel Mastery (general feat)
You are an expert at dispelling spells.
Prereq: The ability to cast dispel magic.
Benefit: You get a +2 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +2.
Notes: In addition to dispel magic and greater dispelling, this feat could also be of use when casting break enchantment or quench.
DISPEL MASTERY Copyright 2001, Sébastien Adhikari
Balance: 4.80 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.50, Rule 5.00)

Note: I will allow this to stack with Spell Focus: Abjuration. It is narrow enough that I think the loss of the feat pays for the extra stacking.

Spell Focus does not apply to caster level checks in the first place, only for save DCs. This, of course, means that Spell Focus: Abjuration was pretty much worthless in the first place.
 

Saepiroth: Heh. Well, I figure, SOMEONE's gonna ask me, and the person who does helps me prevent the question from coming up again (except for Improved Dodge, it seems). And really, testing the limits is part of the game, yes?

Number47: I had not noticed that. Thanks for the clarification. Hm... need to think about that.
 

Spell Focus: Abjuration: I am going to rule that the caster check for dispel magic (and other spells that say "as for dispel magic) is functionally the "saving throw" of the spell it affects. This has no other effect on caster level checks for Spell Focus (for example, Spell Focus: Abjuration will not add +2 to the caster level check vs spell resistance).
 

Approved PrC: Incantatrix

The incantatrix is a web enhancement on WotC's website. It's overpowered and wrong ;)... This is the modified, nerfed version.

http://www.wizards.com/dnd/article.asp?x=fr/fx20010803b

Note: A comment about my munchkin spell duellist. Apparently, I only thought it was munchkin. Even the nerfed version of this class beat it down rather rapidly. However, the class IS balanced now - I just had to fix the non-munchkin aspects of my munchkin :). They are about even now, mine with core classes only. To the player who inadvertently helped me with this, thank you :).

Hit Die: d4.
Prereqs:
Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks, Spellcraft 4 ranks.
Feats: Iron Will, any metamagic feat.
Spellcasting: Able to cast 3rd-level arcane spells.

Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features
Code:
[color=skyblue]Table 3-6: The Incantatrix

        Base
Class   Attack   Fort   Ref    Will
Level   Bonus    Save   Save   Save   Special             Spells per
Day

1st     +0       +0     +0     +2                         +1 level
2nd     +1       +0     +0     +3     Send Away           +1 level
3rd     +1       +1     +1     +3     See, Strike Eth.    +1 level
4th     +2       +1     +1     +4     Hardy Spirit        +1 level
5th     +2       +1     +1     +4     Bonus Metamagic     +1 level
6th     +3       +2     +2     +5                         +1 level
7th     +3       +2     +2     +5     Instant Metamagic   +1 level
8th     +4       +2     +2     +6     Impr. Metamagic     +1 level
9th     +4       +3     +3     +6     Instant Metamagic   +1 level
10th    +5       +3     +3     +7     Drain Item          +1 level[/color]
Weapon and Armor Proficiency: Incantatrixes gain no proficiency with any weapon or armor.

Spells per Day: An incantatrix continues to study standard magic as well as pursuing studies in metamagic. Thus, when a new incantatrix level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before becoming an incantatrix. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, for example).

If a character had more than one spellcasting class before she became an incantatrix, she must decide to which class she adds each level of incantatrix for purposes of determining spells per day when she adds the new level.

School Specialization: Upon becoming an incantatrix, the character chooses to focus her studies on protective and metamagic, forsaking other types of spells. In effect, the incantatrix is a specialist in the school of Abjuration (gaining all the benefits of specializing in a school), and the incantatrix must take TWO of the opposed school choices for abjuror, using the rules on page 54 of the Player's Handbook (although an incantatrix can never choose Transmutation as an opposed school). The incantatrix can never again learn spells from that prohibited schools. She can still use the prohibited spells she knew prior to becoming an incantatrix, including using items that are activated by spell completion or spell trigger. If the incantatrix already is a wizard specialized in Abjuration, she still needs to take one more prohibited school choice. A bard or sorcerer who becomes an incantatrix must still choose prohibited schools.

Send Away (Ex): The incantatrix gains a +2 bonus to all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of outsiders. This includes dispel checks to dispel a summon monster spell.

See Ethereal (Su): Once per day, an incantatrix of 3rd level or greater can see into the Ethereal Plane for a number of rounds equal to her class level. She can see ethereal creatures up to 60 feet away, although they appear gray and insubstantial (as objects on the Material Plane appear to ethereal creatures). This does not give her any additional ability to attack ethereal creatures, but she can utilize spells and effects that affect ethereal creatures (such as force effects and abjurations) normally, so she could cast a magic missile at an ethereal creature. Note: this ability is functionally useless in Hethas' Gambit; it is included for completeness.

Strike Ethereal (Su): Beginning at 3rd level, the incantatrix can alter her spells so they strike ethereal targets that she can see. Altering a spell in this way works similar to a sorcerer using a metamagic feat -- spells with a casting time of one action become full-round spells, and spells with a longer casting time take an extra full-round action to cast. The altered spell takes effect on the Ethereal Plane instead of the Material Plane. Note: this ability is functionally useless in Hethas' Gambit; it is included for completeness.

Hardy Spirit (Su): At 4th level, the incantatrix becomes immune to death effects and energy drain attacks. Clarification: this does not provide immunity to magic items which cause a negative level while held, many of which do not use negative plane energy at all.

Bonus Metamagic Feat: At 5th level, the incantatrix may select a bonus metamagic feat.

Instant Metamagic (Su): Once per day, the 7th-level incantatrix can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand or increasing its casting time. The spell works as if prepared with the metamagic feat except it uses the same spell slot. This can only be used to enhance an Abjuration or Transmutation spell. A 9th-level incantatrix can use this power twice per day.

Improved Metamagic (Su): At 8th level, the incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the feat's level increase upon a spell is reduced by one (this can't reduce an increase to less than one level, or less than zero levels if the increase is already +0). For example, an incantatrix wizard could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell. This can never be used to lower a spell slot by more than one level.

Drain Item (Sp): An incantatrix of 10th level can drain a charge from a charged magic item, using the magic to heal herself. If the item drained is a staff, the spell level is that of the lowest-level spell that uses a single charge. She gains 1d6 hit points per spell level of the charge drained. If the incantatrix has reached her maximum hit points, any additional hit points acquired are temporary hit points (maximum +20) that disappear after 10 minutes. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.
 
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LOL! Dammit! I submitted that as my first character idea but was shot down because it was Magic of Faerun. Where is it on the website? Where is it as a webenhancement, I want to see this... :)
 

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