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<blockquote data-quote="LiquidBlue" data-source="post: 3131567" data-attributes="member: 40911"><p>I have made changes to the Improved Animal Campanion feat and renamed it Animal Companionship. I believe that the changes address the very valid concerns that Rystil Arden brought up. I also believe that the mechanics of the feat are clear and easy to follow but I would like to know whether that is the case.</p><p></p><p>I have considered further the feat Psychic Sense. Presenting a will save for all situations that cause flat-footedness seems unwise. There are many different things that can cause a flat-footed condition, and not all of them should be negated by a psychic awareness of one's surroundings. (I am thinking specificly of balance, climb, and grapple situations.)</p><p></p><p>In keeping with the flavor, I am considering making the following changes.</p><p></p><p>PSYCHIC SENSE [Psionic]</p><p></p><p>Your psychic senses allow you to intuitively sense the presence of danger.</p><p>Prerequisite: Wis 13</p><p>Benefit: As long as you are psionically focused, you can make a Will save (DC 20) to avoid being caught surprised <s>or flat-footed</s>. On a successful save, you can act during the surprise round even if you would otherwise be surprised and you can retain your Dex bonus to armor class even if you <s>would otherwise be caught flat-footed</s> <span style="color: Teal">have not yet acted in combat.</span></p><p></p><p>This new feat essentially allows the psionicly focused character to avoid being surprised by the iniation of combat, but does not protect against the other flat-footed causing situations.</p><p></p><p>I have also looked over the <strong>Fury of the Wolverine</strong> feat and compared it to the Extra Rage feat. While Fury of the Wolverine can in principle allow unlimited raging per day, the cost of that extra rage (being struck for more than half of the current HP total seems rather steep.) It will likely be invoked in any combat situation where the barbarian is losing, but is useless in less desperate situations. Extra Rage's is useful every day in every combat, as it allows greater flexibility in choosing when to expend a rage. I don't know whether both can exist in the same campaign world.</p><p></p><p>On the other hand <strong>Fiery Rage</strong> is clearly more powerful than the proposed <strong>Lasting Rage</strong>. These two feats really cannot co-exist. I wonder which the board believes is more appropriate.</p></blockquote><p></p>
[QUOTE="LiquidBlue, post: 3131567, member: 40911"] I have made changes to the Improved Animal Campanion feat and renamed it Animal Companionship. I believe that the changes address the very valid concerns that Rystil Arden brought up. I also believe that the mechanics of the feat are clear and easy to follow but I would like to know whether that is the case. I have considered further the feat Psychic Sense. Presenting a will save for all situations that cause flat-footedness seems unwise. There are many different things that can cause a flat-footed condition, and not all of them should be negated by a psychic awareness of one's surroundings. (I am thinking specificly of balance, climb, and grapple situations.) In keeping with the flavor, I am considering making the following changes. PSYCHIC SENSE [Psionic] Your psychic senses allow you to intuitively sense the presence of danger. Prerequisite: Wis 13 Benefit: As long as you are psionically focused, you can make a Will save (DC 20) to avoid being caught surprised [S]or flat-footed[/S]. On a successful save, you can act during the surprise round even if you would otherwise be surprised and you can retain your Dex bonus to armor class even if you [S]would otherwise be caught flat-footed[/S] [COLOR=Teal]have not yet acted in combat.[/COLOR] This new feat essentially allows the psionicly focused character to avoid being surprised by the iniation of combat, but does not protect against the other flat-footed causing situations. I have also looked over the [B]Fury of the Wolverine[/B] feat and compared it to the Extra Rage feat. While Fury of the Wolverine can in principle allow unlimited raging per day, the cost of that extra rage (being struck for more than half of the current HP total seems rather steep.) It will likely be invoked in any combat situation where the barbarian is losing, but is useless in less desperate situations. Extra Rage's is useful every day in every combat, as it allows greater flexibility in choosing when to expend a rage. I don't know whether both can exist in the same campaign world. On the other hand [B]Fiery Rage[/B] is clearly more powerful than the proposed [B]Lasting Rage[/B]. These two feats really cannot co-exist. I wonder which the board believes is more appropriate. [/QUOTE]
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