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<blockquote data-quote="(un)reason" data-source="post: 6280232" data-attributes="member: 27780"><p><strong><u>Dragon Compendium</u></strong></p><p></p><p></p><p>part 4/10</p><p></p><p></p><p>FEATS N-Z:</p><p></p><p></p><p>Necromantic Bloodline skips the animating effects, and goes for draining life and making you scary. No spawn cascading deathtouched here, unfortunately for you. </p><p></p><p>Pack Feint lets you set up your allies for a brutal round of sneak attacks with considerably greater ease. Make sure they're built to take advantage of it too. </p><p></p><p>Pack Tactics is the basic feat that should have come first, making flanking more efficient. The pure alphabetical organisation in here is a pain sometimes. </p><p></p><p>Pebble Underfoot is for giant-fighters who like to trip up their opponents. A good visual, so it's desirable even if it might not come up enough in your campaign. </p><p></p><p>Penumbra Bloodline gives you one of the most flexible selections of spells, so it seems pretty desirable. Shadow creatures always did get glamour above and beyond their raw power levels. </p><p></p><p>Pike Hedge is another obscure polearm one that's most useful in larger formations, not PC size parties. Huh. That's how they're rolling is it? </p><p></p><p>Plant Bloodline has a broad selection of elemental effects, for those who dislike the idea of one-note planar ones. How does your garden grow when you give it the love and care it really needs. NOT LIKE THAT YOU PERVERT! </p><p></p><p>Pole Balance lets you resist tripping and stuff when wielding a polearm. As low in utility as any other highly situational resistance. </p><p></p><p>Pole Fighter lets you use a polearm as a special monk weapon, with all the attendant benefits. Slightly more useful, but once again, only if you work at it. </p><p></p><p>Power in the blood gives you an additional floating spell slot for your bloodline spells in a pinch. Having seen the selections they get, that's a good deal for any party that doesn't stick to the 15 minute workday. </p><p></p><p>Precise Strike lets you convert sneak attack dice into hit bonuses, pretty much an inverse of power attack. For all those annoyed that rogues no longer get an automatic bonus when the enemy is unaware like previous editions. </p><p></p><p>Puppet Master makes your mind-control less obvious. Always handy, as monotone slaves aren't good public relations. </p><p></p><p>Ring the Golden Bell is that old classic of highly experienced martial artists hitting things from a distance without actually touching them. Pretty handy, as you never know when you'll need ranged attacks without equipment, and you can't rely on wizards all the time. </p><p></p><p>Riposte lets you make an instant counterattack if the enemy misses while you're using combat expertise. Might as well keep a one point subtraction on all the time really. </p><p></p><p>Scalding faith of the Sun gives paladins of pelor a 2 level boost to their turning power. Meh. </p><p></p><p>Scathing Wit gives enemies a minor penalty when you taunt them. Also meh. </p><p></p><p>Seer gives you a daily power and a low key floating bonus that goes away if you use it. Very interesting indeed. </p><p></p><p>Serenity lets paladins substitute their wis for cha for class abilities, which reduces MAD quite a bit and opens up a fair few character concepts. Very handy for a min-maxer, especially if you take a social flaw in exchange for this feat. </p><p></p><p>Serpent Bloodline starts with mind affecting spells, then goes into power words for the last three levels for some reason. Maybe they're easier to pronounce when you have a forked tongue. </p><p></p><p>Shield Maiden's Grace lets you share your paladin save bonuses with others. As if your high cha didn't make you popular enough already. Now, if only you could do it reflexively in response instead of needing to ready an action. I'm sure there's a feat for that somewhere. </p><p></p><p>Shorten Grip is the other side of Long Strike, letting you use your awkward polearms at close range. The two together really mark you as an expert in the field, and let you concentrate your weapon focus/specialisation slots on a single weapon to fit all needs. </p><p></p><p>Single Blade Style helps swashbucklers compensate for their lack of armor or shield. Pretty much the same as the old Kit in benefit, so I'm not complaining. </p><p></p><p>Song of the Dead lets you use your 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 magic normally on intelligent undead. Perfect for the pissed off enchanter sick of the DM's nerfing. </p><p></p><p>Spinning Defence helps you deflect attacks with your polearm. Looks like all the feats from that article are in here. Well, that's one way to cater to the old school crowd. </p><p></p><p>Staggering Blow lets you do the street fighter thang and stun enemies when you crit. Make the next hit count, because you still need to finish them off. </p><p></p><p>Unorthodox Flurry is another one that adds new weapons to a monk's special list. Should have just rolled them into one, as they seem a bit redundant. </p><p></p><p>Vault lets you use your polearms to increase your jumping distance. Another thing everyone should be able to try anyway, and the feat should merely make it better. </p><p></p><p>Water Bloodline finishes us off as we started, with yet another set of elemental tricks. As usual, it's easier finding higher level elemental spells to fit the list than low ones. Funny how that's worked out over this chapter.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6280232, member: 27780"] [B][U]Dragon Compendium[/U][/B] part 4/10 FEATS N-Z: Necromantic Bloodline skips the animating effects, and goes for draining life and making you scary. No spawn cascading deathtouched here, unfortunately for you. Pack Feint lets you set up your allies for a brutal round of sneak attacks with considerably greater ease. Make sure they're built to take advantage of it too. Pack Tactics is the basic feat that should have come first, making flanking more efficient. The pure alphabetical organisation in here is a pain sometimes. Pebble Underfoot is for giant-fighters who like to trip up their opponents. A good visual, so it's desirable even if it might not come up enough in your campaign. Penumbra Bloodline gives you one of the most flexible selections of spells, so it seems pretty desirable. Shadow creatures always did get glamour above and beyond their raw power levels. Pike Hedge is another obscure polearm one that's most useful in larger formations, not PC size parties. Huh. That's how they're rolling is it? Plant Bloodline has a broad selection of elemental effects, for those who dislike the idea of one-note planar ones. How does your garden grow when you give it the love and care it really needs. NOT LIKE THAT YOU PERVERT! Pole Balance lets you resist tripping and stuff when wielding a polearm. As low in utility as any other highly situational resistance. Pole Fighter lets you use a polearm as a special monk weapon, with all the attendant benefits. Slightly more useful, but once again, only if you work at it. Power in the blood gives you an additional floating spell slot for your bloodline spells in a pinch. Having seen the selections they get, that's a good deal for any party that doesn't stick to the 15 minute workday. Precise Strike lets you convert sneak attack dice into hit bonuses, pretty much an inverse of power attack. For all those annoyed that rogues no longer get an automatic bonus when the enemy is unaware like previous editions. Puppet Master makes your mind-control less obvious. Always handy, as monotone slaves aren't good public relations. Ring the Golden Bell is that old classic of highly experienced martial artists hitting things from a distance without actually touching them. Pretty handy, as you never know when you'll need ranged attacks without equipment, and you can't rely on wizards all the time. Riposte lets you make an instant counterattack if the enemy misses while you're using combat expertise. Might as well keep a one point subtraction on all the time really. Scalding faith of the Sun gives paladins of pelor a 2 level boost to their turning power. Meh. Scathing Wit gives enemies a minor penalty when you taunt them. Also meh. Seer gives you a daily power and a low key floating bonus that goes away if you use it. Very interesting indeed. Serenity lets paladins substitute their wis for cha for class abilities, which reduces MAD quite a bit and opens up a fair few character concepts. Very handy for a min-maxer, especially if you take a social flaw in exchange for this feat. Serpent Bloodline starts with mind affecting spells, then goes into power words for the last three levels for some reason. Maybe they're easier to pronounce when you have a forked tongue. Shield Maiden's Grace lets you share your paladin save bonuses with others. As if your high cha didn't make you popular enough already. Now, if only you could do it reflexively in response instead of needing to ready an action. I'm sure there's a feat for that somewhere. Shorten Grip is the other side of Long Strike, letting you use your awkward polearms at close range. The two together really mark you as an expert in the field, and let you concentrate your weapon focus/specialisation slots on a single weapon to fit all needs. Single Blade Style helps swashbucklers compensate for their lack of armor or shield. Pretty much the same as the old Kit in benefit, so I'm not complaining. Song of the Dead lets you use your mind:):):):)ing magic normally on intelligent undead. Perfect for the pissed off enchanter sick of the DM's nerfing. Spinning Defence helps you deflect attacks with your polearm. Looks like all the feats from that article are in here. Well, that's one way to cater to the old school crowd. Staggering Blow lets you do the street fighter thang and stun enemies when you crit. Make the next hit count, because you still need to finish them off. Unorthodox Flurry is another one that adds new weapons to a monk's special list. Should have just rolled them into one, as they seem a bit redundant. Vault lets you use your polearms to increase your jumping distance. Another thing everyone should be able to try anyway, and the feat should merely make it better. Water Bloodline finishes us off as we started, with yet another set of elemental tricks. As usual, it's easier finding higher level elemental spells to fit the list than low ones. Funny how that's worked out over this chapter. [/QUOTE]
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