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<blockquote data-quote="StreamOfTheSky" data-source="post: 4495272" data-attributes="member: 35909"><p>Of course it's a fair feat with just that alone, no contest! RAW, a 2H weapon fighter can just take Improved Buckler Defense at level ONE and basically do the opposite of what your feat does for the same end effect. Except for getting it at level 1 and getting the 1.5x str bonus to damage, two-handed bonus on disarm...etc...</p><p></p><p>Honestly, of the original feats, the second was in no way unbalanced, I just didn't like the chosen secondary benefit. The former was questionable, sure, but really... Fighter types need the help. Your new Son of Heyerdahl went from being a flavorful feat that's also worthwhile mechanically to being "eh, I guess if you want to take it cause it fits your character..." Which isn't awful, but still. It's now worth two skill points, ~half a feat, and... the +1 AC vs. giants really isn't worth much unless the campaign's swarming with them. And mind you, that analysis is assuming you had free choice on that language and class skill, which you don't... Oh well, I'm not the DM. I just think if that's what you needed to do to get him to agree he overreacted.</p><p></p><p>Fierce H looks fine. I don't care for the flavor, but you know that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Man Among Giants: This seems weak. There's a Dwarf feat in Races of Stone, I think, that gives a bonus to fear saves and initiative, Battle Hardened, I think. Use that as a guide for balance. IMO, a bonus to init is worth more than negating a large foe's intimidate bonus. Also, it's kind of awkward how you add your character level when they're trying to intimidate you, which then causes the feat to stack with itself (your fear save bonus applies on your d20 +wis mod +level check). Not a big deal, just bringing it up if you didn't notice.</p><p></p><p>Gauntlet Counterattack: I assume the pre-req is supposed to be Son of Hyerdahl? This feat seems pitifully weak. For two big reasons. One, the actual effect is very weak, and you have to replace the normal attack option you get for free, which will frequently be better than an attack with a spiked gauntlet. Two, the fact that this feat will only ever come up if the DM tries to do these tactics to you (and even then, only if he fails), it's way too... beyond situational. You're putting literally all the power in your DM's hands as to how useful the feat will ever be. Even a feat like Hold the Line is much better than this feat. I use it as a comparison since it too only triggers when an enemy chooses to do some action against you. The differences? HtL triggers off an action that IME happens FAR more often than disarms and trips (charging), triggers BEFORE the offensive action (and can potentially stop it from happening!), <strong>regardless</strong> of the sucess or failure of the enemy's attack, and doesn't force you to forfeit an action you would have already gained. Instead, it ADDS a new attack to whatever response you'd normally get, in this case, an AoO because they charged you, which if you have reach on the person can even mean getting two. It does nothing to interfere with the AoO you already get for having reach, other than the fact you need Combat Reflexes to actually make two AoO's in a round.</p><p>I hope that helps demonstrate why I think it's underpowered, sorry to pick on you.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4495272, member: 35909"] Of course it's a fair feat with just that alone, no contest! RAW, a 2H weapon fighter can just take Improved Buckler Defense at level ONE and basically do the opposite of what your feat does for the same end effect. Except for getting it at level 1 and getting the 1.5x str bonus to damage, two-handed bonus on disarm...etc... Honestly, of the original feats, the second was in no way unbalanced, I just didn't like the chosen secondary benefit. The former was questionable, sure, but really... Fighter types need the help. Your new Son of Heyerdahl went from being a flavorful feat that's also worthwhile mechanically to being "eh, I guess if you want to take it cause it fits your character..." Which isn't awful, but still. It's now worth two skill points, ~half a feat, and... the +1 AC vs. giants really isn't worth much unless the campaign's swarming with them. And mind you, that analysis is assuming you had free choice on that language and class skill, which you don't... Oh well, I'm not the DM. I just think if that's what you needed to do to get him to agree he overreacted. Fierce H looks fine. I don't care for the flavor, but you know that. :) Man Among Giants: This seems weak. There's a Dwarf feat in Races of Stone, I think, that gives a bonus to fear saves and initiative, Battle Hardened, I think. Use that as a guide for balance. IMO, a bonus to init is worth more than negating a large foe's intimidate bonus. Also, it's kind of awkward how you add your character level when they're trying to intimidate you, which then causes the feat to stack with itself (your fear save bonus applies on your d20 +wis mod +level check). Not a big deal, just bringing it up if you didn't notice. Gauntlet Counterattack: I assume the pre-req is supposed to be Son of Hyerdahl? This feat seems pitifully weak. For two big reasons. One, the actual effect is very weak, and you have to replace the normal attack option you get for free, which will frequently be better than an attack with a spiked gauntlet. Two, the fact that this feat will only ever come up if the DM tries to do these tactics to you (and even then, only if he fails), it's way too... beyond situational. You're putting literally all the power in your DM's hands as to how useful the feat will ever be. Even a feat like Hold the Line is much better than this feat. I use it as a comparison since it too only triggers when an enemy chooses to do some action against you. The differences? HtL triggers off an action that IME happens FAR more often than disarms and trips (charging), triggers BEFORE the offensive action (and can potentially stop it from happening!), [b]regardless[/b] of the sucess or failure of the enemy's attack, and doesn't force you to forfeit an action you would have already gained. Instead, it ADDS a new attack to whatever response you'd normally get, in this case, an AoO because they charged you, which if you have reach on the person can even mean getting two. It does nothing to interfere with the AoO you already get for having reach, other than the fact you need Combat Reflexes to actually make two AoO's in a round. I hope that helps demonstrate why I think it's underpowered, sorry to pick on you. [/QUOTE]
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