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<blockquote data-quote="(un)reason" data-source="post: 6280082" data-attributes="member: 27780"><p><strong><u>Dragon Compendium</u></strong></p><p></p><p></p><p>part 3/10</p><p></p><p></p><p>FEATS C-M:</p><p></p><p></p><p>Dead Eye lets you add dex to ranged damage. That's one that'll really add up over an extended campaign. Hawkeye certainly wouldn't miss out on this if he was built under 3e rules. </p><p></p><p>Deceptive Dodge lets you dodge in such a way they hit someone else instead. Sadistically amusing, but the odds aren't great unless you put some more feats into boosting your dodge bonus. </p><p></p><p>Divine Conduit is incredibly flexible, letting you spend channeling uses to give other people free metamagic. One person in the team with this makes everyone else way more awesome. </p><p></p><p>Divine Fervor isn't quite so impressive, but still, a floating +1 to nearly any roll may save your bacon. Hard to tell, compared to all-new abilities. </p><p></p><p>Double Team is neither the pokemon power or the porn maneuver, just letting you apply flanking bonuses a little more frequently. Only worth getting if you're a rogue, and want to make lots of use of your sneak attack. </p><p></p><p>Draconic Bloodline focusses on spells that make you glorious and scary, with a fair bit of sensory boosting too. If people can get the drop on you in terms of knowledge, they soon lose respect, and we can't be having with that. </p><p></p><p>Dragon Sight lets you see magic. Probably not worth it, since you're a sorcerer, and have plenty of options that don't involve spending a feat to do the same. </p><p></p><p>Earth Bloodline is another one that's surprisingly low on earth spells, especially at low level. Once again, the need to stick to spells from the corebook prevents them from getting the very best for the theme. </p><p></p><p>Elemental Theurgy lets you add caster levels together in very limited situations. As a patch for a suboptimal character, it's not very impressive. Better not to build multiclass spellcasters in the first place. </p><p></p><p>Enspell Familiar lets you share spells up to a mile away. I'm sure you can find ways to exploit that. </p><p></p><p>Favoured Power Attack is for Rangers who like two-handed weapons, and have tough nemeses. Three points of damage for every -1 to hit is not to be sneezed at. Giant-killers apply here. </p><p></p><p>Fell Energy Spell helps you buff your undead. Meh. </p><p></p><p>Fey Bloodline gives you a predictably tricksy set of extra spells. Right up to the 9th level, when they pull instadeath out, apropos of nothing. Whatever happened to the fey penchant for shapeshifting? </p><p></p><p>Fey's Fate is basically the same as Luck of Heroes, only from a different source. They can stack too, if you plan it right. There's always someone who wants to max out their saves. </p><p></p><p>Fiendish Bloodline starts off a bit random, but soon concentrates on spells that inflict maximum misery rather than direct damage. Evil being it's own downfall due to inefficiency is very much the case here. </p><p></p><p>Fire Bloodline is also surprisingly combat-light, with hypnotism and tongues instead of the obvious choices of burning hands and fireball. Well, they certainly make you more flexible, and given the number of monsters that are immune to fire spells, you can't expect to solve every problem by violence. </p><p></p><p>Flash Casting makes you glow when spellcasting. Forcing everyone to look away does make your spells harder to disrupt, but it's not very subtle. You may attract more trouble in the long run by this method. </p><p></p><p>Friend of the Earth gives your earth-bonded sorcerer mildly improved climbing abilities, which is probably not that useful, since it isn't a class skill for them. </p><p></p><p>Guided Spell is the higher power version of Bend Spell. It's cost in extra spell levels is similarly exaggerated. No escape here unless you have an actual counterattack. </p><p></p><p>Haft strike is one of the many polearm specific feats here that's only handy if you're a fighter specialising in that. </p><p></p><p>Hammer Fist lets you punch two-handed and get the same benefit as using a two-handed weapon. Best combined with Power Attack so you can actually inflict decent damage when you connect. </p><p></p><p>Heads Up is one of those crap feats that forbids anyone who doesn't have it from trying a trick everyone should be able to do. Screw that fun-spoiling noise. </p><p></p><p>Hibernate doubles your natural healing rate. Incredibly handy if you don't have a cleric in the team, or indeed, a team at all. </p><p></p><p>Illithid Bloodline stays very on point, adding all mind-affecting spells. Your companions might not trust you at first, but you'll soon be able to ensure their allegiance. Muahahaha. </p><p></p><p>Kin Mastery lets bloodline sorcerers turn or rebuke their relatives. If they were kicked around as kids, this is where you get to do some serious payback. Oh so worth it from a plot perspective. </p><p></p><p>Kung Fu Genius lets you substitute int for wis for all your monk powers. If you want to max out your skills or have specific long-term multiclassing plans, it could just be worth it. </p><p></p><p>Lawful Discipline helps you resist mind<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=":)" /><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=":)" /><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=":)" /><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=":)" />ing, but only mildly more than iron will, which is far broader in it's application. Only really worth it if you've already got that and are desperate to keep your mind your own. </p><p></p><p>Long Strike extends the reach of your reach weapons that little bit further. If you have AoO boosting feats as well, this lets you be a quite nasty battlefield controller. </p><p></p><p>Mercurial Strike lets you take advantage of AoO's even when unarmed. Perfect for those barroom brawls. DON'T YOU WALK AWAY FROM ME!</p><p></p><p>Mighty are Fallen helps you deal with Power Attack. Very very situational indeed, especially since they'll simply stop using it if they realise you have this. </p><p></p><p>Mind Weapon lets you imitate your illithid creators, poorly. Save up for the full-on mind blast you can get through other routes.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6280082, member: 27780"] [B][U]Dragon Compendium[/U][/B] part 3/10 FEATS C-M: Dead Eye lets you add dex to ranged damage. That's one that'll really add up over an extended campaign. Hawkeye certainly wouldn't miss out on this if he was built under 3e rules. Deceptive Dodge lets you dodge in such a way they hit someone else instead. Sadistically amusing, but the odds aren't great unless you put some more feats into boosting your dodge bonus. Divine Conduit is incredibly flexible, letting you spend channeling uses to give other people free metamagic. One person in the team with this makes everyone else way more awesome. Divine Fervor isn't quite so impressive, but still, a floating +1 to nearly any roll may save your bacon. Hard to tell, compared to all-new abilities. Double Team is neither the pokemon power or the porn maneuver, just letting you apply flanking bonuses a little more frequently. Only worth getting if you're a rogue, and want to make lots of use of your sneak attack. Draconic Bloodline focusses on spells that make you glorious and scary, with a fair bit of sensory boosting too. If people can get the drop on you in terms of knowledge, they soon lose respect, and we can't be having with that. Dragon Sight lets you see magic. Probably not worth it, since you're a sorcerer, and have plenty of options that don't involve spending a feat to do the same. Earth Bloodline is another one that's surprisingly low on earth spells, especially at low level. Once again, the need to stick to spells from the corebook prevents them from getting the very best for the theme. Elemental Theurgy lets you add caster levels together in very limited situations. As a patch for a suboptimal character, it's not very impressive. Better not to build multiclass spellcasters in the first place. Enspell Familiar lets you share spells up to a mile away. I'm sure you can find ways to exploit that. Favoured Power Attack is for Rangers who like two-handed weapons, and have tough nemeses. Three points of damage for every -1 to hit is not to be sneezed at. Giant-killers apply here. Fell Energy Spell helps you buff your undead. Meh. Fey Bloodline gives you a predictably tricksy set of extra spells. Right up to the 9th level, when they pull instadeath out, apropos of nothing. Whatever happened to the fey penchant for shapeshifting? Fey's Fate is basically the same as Luck of Heroes, only from a different source. They can stack too, if you plan it right. There's always someone who wants to max out their saves. Fiendish Bloodline starts off a bit random, but soon concentrates on spells that inflict maximum misery rather than direct damage. Evil being it's own downfall due to inefficiency is very much the case here. Fire Bloodline is also surprisingly combat-light, with hypnotism and tongues instead of the obvious choices of burning hands and fireball. Well, they certainly make you more flexible, and given the number of monsters that are immune to fire spells, you can't expect to solve every problem by violence. Flash Casting makes you glow when spellcasting. Forcing everyone to look away does make your spells harder to disrupt, but it's not very subtle. You may attract more trouble in the long run by this method. Friend of the Earth gives your earth-bonded sorcerer mildly improved climbing abilities, which is probably not that useful, since it isn't a class skill for them. Guided Spell is the higher power version of Bend Spell. It's cost in extra spell levels is similarly exaggerated. No escape here unless you have an actual counterattack. Haft strike is one of the many polearm specific feats here that's only handy if you're a fighter specialising in that. Hammer Fist lets you punch two-handed and get the same benefit as using a two-handed weapon. Best combined with Power Attack so you can actually inflict decent damage when you connect. Heads Up is one of those crap feats that forbids anyone who doesn't have it from trying a trick everyone should be able to do. Screw that fun-spoiling noise. Hibernate doubles your natural healing rate. Incredibly handy if you don't have a cleric in the team, or indeed, a team at all. Illithid Bloodline stays very on point, adding all mind-affecting spells. Your companions might not trust you at first, but you'll soon be able to ensure their allegiance. Muahahaha. Kin Mastery lets bloodline sorcerers turn or rebuke their relatives. If they were kicked around as kids, this is where you get to do some serious payback. Oh so worth it from a plot perspective. Kung Fu Genius lets you substitute int for wis for all your monk powers. If you want to max out your skills or have specific long-term multiclassing plans, it could just be worth it. Lawful Discipline helps you resist mind:):):):)ing, but only mildly more than iron will, which is far broader in it's application. Only really worth it if you've already got that and are desperate to keep your mind your own. Long Strike extends the reach of your reach weapons that little bit further. If you have AoO boosting feats as well, this lets you be a quite nasty battlefield controller. Mercurial Strike lets you take advantage of AoO's even when unarmed. Perfect for those barroom brawls. DON'T YOU WALK AWAY FROM ME! Mighty are Fallen helps you deal with Power Attack. Very very situational indeed, especially since they'll simply stop using it if they realise you have this. Mind Weapon lets you imitate your illithid creators, poorly. Save up for the full-on mind blast you can get through other routes. [/QUOTE]
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