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Multiclass feats for templates
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<blockquote data-quote="Engilbrand" data-source="post: 4547976" data-attributes="member: 44184"><p>I love the multiclass feats. I also really like the new direction they seem to be taking them with the weapon feats from the Gladiator article. Basically, multiclass feats can be used to add some sort of "extra" to a character without tying it to another class. </p><p>I also really liked the idea of templates in 3.5. As such, I see the multiclass feats as the best way to add that flavor back to characters. You could even use them as a lead-in to Paragon Path templates. See the Spellscarred stuff as an example.</p><p></p><p>I was just reading a thread about the 3.5 Werewolf template. It made me want to get back to this idea. As such, I thought that I would go ahead and make a few feats. I hope that this is an idea that catches on. Tell me what you think of them. The first two, Lycanthropy and Hybrid, are for all Werecreatures. (I know, Lycanthropy is tied to wolves, but I'm not worried about it.) The Encounter and Daily swaps are based on the individual Werecreature.</p><p></p><p>I'll try to make the Werewolf and Wererat powers later.</p><p>Just to clarify: These are "multiclass" feats. They follow all of the normal rules. I just left the fact that they give you a certain power. That power is listed within the feat itself.</p><p></p><p>Lycanthropy:</p><p>Prerequisite- Special contact with a Werecreature. (As appropriate for your campaign. Maybe it's a bite, maybe it's a bloodline, maybe it's a ritual. You get the point.)</p><p>Benefit- You may take the Were-feats.</p><p>You also receive a special ability dependant upon which Werecreature you are connected to. It must be activated as a Minor Action and lasts for the encounter. Your features take on minor changes to reflect the connection.</p><p>Werebear: You gain a +1 bonus to Fort and +1 to damage.</p><p>Werewolf: Add +1 to your speed while charging and +2 while running.</p><p>Wererat: You gain a +2 bonus to Stealth and add 2 to damage when you have Combat Advantage.</p><p></p><p></p><p>Utility- Hybrid- Daily</p><p>Prerequisite- Lycanthropy feat</p><p>Minor Action- You temporarily take on the appearance of your Werecreature. You automatically activate the benefit of the Lycanthropy feat. Your other Lycanthropy Swap feats gain extra effects.</p><p></p><p></p><p>Werebear Crush- Encounter</p><p>Prerequisite- Lycanthropy feat for Werebear.</p><p>Standard Action- Weapon</p><p>STR vs AC- 2W + STR damage.</p><p>This becomes 4W + STR at level 11 and 6W + STR at level 21.</p><p>OR</p><p>In Hybrid form- STR vs REF- 2d12 + STR damage, and you and your opponent are in a Grapple.</p><p>This increases to 4d12 + STR at level 11 and 6d12 + STR at level 21. At level 30, you can choose to knock the enemy prone instead of grappling.</p><p></p><p>Werebear Fortitude- Daily</p><p>Prerequisite- Lycanthropy feat for Werebear.</p><p>Immediate Interrupt</p><p>Trigger- You are hit by an attack.</p><p>Add +2 to AC and Fort against the attack. You also gain Resistance equal to your CON modifier against the attack if it deals damage.</p><p>Increase to +4 AC and Fort at level 11, and +6 to AC and Fort at level 21. Your resistance also increases to 5 + Con Modifier at level 11, and 10 + Con modifier at level 21.</p><p>OR</p><p>In Hybrid form- Add +2 to AC and +4 to Fort. You gain Resistance equal to half of your CON score to the attack if it deals damage. You may also spend a Healing Surge.</p><p>Increase to +4 AC and +6 Fort at level 11, and +6 AC and +8 Fort at level 21. At level 21, you may also choose to use 2 Healing Surges. Your resistance also increases 5 + half Con score at level 11, 10 + half Con score at level 21, and 10 + Con score at level 30.</p><p></p><p></p><p></p><p>So... there they are. This is some of my first homemade stuff. Please be honest. Point out my positives and my negatives. Also, please remember that these are a base idea. Don't just say, "Be a Shifter." That's not the point. I want to expand this idea into "Elemental Bloodlines" and other things like that.</p></blockquote><p></p>
[QUOTE="Engilbrand, post: 4547976, member: 44184"] I love the multiclass feats. I also really like the new direction they seem to be taking them with the weapon feats from the Gladiator article. Basically, multiclass feats can be used to add some sort of "extra" to a character without tying it to another class. I also really liked the idea of templates in 3.5. As such, I see the multiclass feats as the best way to add that flavor back to characters. You could even use them as a lead-in to Paragon Path templates. See the Spellscarred stuff as an example. I was just reading a thread about the 3.5 Werewolf template. It made me want to get back to this idea. As such, I thought that I would go ahead and make a few feats. I hope that this is an idea that catches on. Tell me what you think of them. The first two, Lycanthropy and Hybrid, are for all Werecreatures. (I know, Lycanthropy is tied to wolves, but I'm not worried about it.) The Encounter and Daily swaps are based on the individual Werecreature. I'll try to make the Werewolf and Wererat powers later. Just to clarify: These are "multiclass" feats. They follow all of the normal rules. I just left the fact that they give you a certain power. That power is listed within the feat itself. Lycanthropy: Prerequisite- Special contact with a Werecreature. (As appropriate for your campaign. Maybe it's a bite, maybe it's a bloodline, maybe it's a ritual. You get the point.) Benefit- You may take the Were-feats. You also receive a special ability dependant upon which Werecreature you are connected to. It must be activated as a Minor Action and lasts for the encounter. Your features take on minor changes to reflect the connection. Werebear: You gain a +1 bonus to Fort and +1 to damage. Werewolf: Add +1 to your speed while charging and +2 while running. Wererat: You gain a +2 bonus to Stealth and add 2 to damage when you have Combat Advantage. Utility- Hybrid- Daily Prerequisite- Lycanthropy feat Minor Action- You temporarily take on the appearance of your Werecreature. You automatically activate the benefit of the Lycanthropy feat. Your other Lycanthropy Swap feats gain extra effects. Werebear Crush- Encounter Prerequisite- Lycanthropy feat for Werebear. Standard Action- Weapon STR vs AC- 2W + STR damage. This becomes 4W + STR at level 11 and 6W + STR at level 21. OR In Hybrid form- STR vs REF- 2d12 + STR damage, and you and your opponent are in a Grapple. This increases to 4d12 + STR at level 11 and 6d12 + STR at level 21. At level 30, you can choose to knock the enemy prone instead of grappling. Werebear Fortitude- Daily Prerequisite- Lycanthropy feat for Werebear. Immediate Interrupt Trigger- You are hit by an attack. Add +2 to AC and Fort against the attack. You also gain Resistance equal to your CON modifier against the attack if it deals damage. Increase to +4 AC and Fort at level 11, and +6 to AC and Fort at level 21. Your resistance also increases to 5 + Con Modifier at level 11, and 10 + Con modifier at level 21. OR In Hybrid form- Add +2 to AC and +4 to Fort. You gain Resistance equal to half of your CON score to the attack if it deals damage. You may also spend a Healing Surge. Increase to +4 AC and +6 Fort at level 11, and +6 AC and +8 Fort at level 21. At level 21, you may also choose to use 2 Healing Surges. Your resistance also increases 5 + half Con score at level 11, 10 + half Con score at level 21, and 10 + Con score at level 30. So... there they are. This is some of my first homemade stuff. Please be honest. Point out my positives and my negatives. Also, please remember that these are a base idea. Don't just say, "Be a Shifter." That's not the point. I want to expand this idea into "Elemental Bloodlines" and other things like that. [/QUOTE]
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