Power Specific Feats, critique, ideas

Hey, if you're going to gank my idea for a feat from the thread on the WotC boards, you could at least credit me.

http://forums.gleemax.com/showthread.php?t=1056957

Sorry bout that, I didn't think anybody responded to that thread so I hadn't been looking at it. I'm gonna put your feats from there on here as well if that's k.

I honestly never saw great cleave but it is not surprising we both came up with it , a 3.5 throwback. I added your 15 Con requirement, I like that.

That greater commanders strike is WAY cool.
 
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Energy Admixture
Prerequisite: Energy Substitution
Benefit: Once per encounter when using a power with either the Acid, Cold, Fire, Lightning or Thunder keyword, you can mix the damage type of the original power and the damage type chosen from the Energy Substitution feat. The power deals both types of damage. This doesn’t increase the amount of damage you deal, but a creature must be able to resist or be immune to both damage types to reduce or ignore the damage. If a creature is vulnerable to either damage type, it is considered to be vulnerable to damage from your power.

My recommendation: When you take this feat, choose a damage type from Acid, Cold, Fire, Lightning, Necrotic, Radiant, Poison or Thunder. Once per encounter when a spell you use deals damage, you may add the chosen damage type to the spells regular damage types. (The rules already deal with spells with multiple damage types).


Sacrificial Blast
Prerequisite: Ability to use Eldritch Blast spell
Benefit: Once per encounter,by sacrificing a healing surge your next Eldritch Blast does an extra 1d10 damage. The extra damage granted by this feat increases to 2d10 at 11th level and to 3d10 at 21st level. You must decide to use this feat before you make your attack roll.

Me recommendation: Once per encounter, after you roll damage for your eldritch blast, you may act as though you had rolled maximum damage instead. Using this costs one healing surge.
 

My recommendation: When you take this feat, choose a damage type from Acid, Cold, Fire, Lightning, Necrotic, Radiant, Poison or Thunder. Once per encounter when a spell you use deals damage, you may add the chosen damage type to the spells regular damage types. (The rules already deal with spells with multiple damage types).

I took the language (cut and paste)for this feat directly from the new Dragonborn feat in the latest Dragon article and substituted "power" for "dragonbreath".


Me recommendation: Once per encounter, after you roll damage for your eldritch blast, you may act as though you had rolled maximum damage instead. Using this costs one healing surge.

Not as much of a sacrifice if you already know its worth it.
 

I’ll try to get up to speed in one post, then ease off a bit. First, I like the mix of ideas in general.

Energy Admixture/Energy Substitution/Energy Gestalt/ Energy Specialization: This group whispers Paragon Path to me, too. Perhaps it gives away too much to put all of these powers out on the table in a grab-bag fashion. I’d rather see an Energy Master Paragon Path that melds these into a coherent, themed specialty. Your mileage may vary.


Idea, Energy Scholar (Heroic)
Prerequisites: Wizard, at least one power with an energy keyword.
Benefit: Choose an energy type (Acid, Cold, Fire, Lightning, or Thunder). Any power you use with an energy keyword from this list will use your chosen energy instead. Your attack rolls with the chosen energy have a +1 bonus.
Special: You cannot take this feat if you have the Energy Substitution feat. You may not use other energy types from this list unless you take the Energy Master Paragon Path.

(This is strictly a theme-based specialization feat so we can have pyromancers, frost mages, etc. The narrowing of the caster’s versatility in converting most damage to one energy form makes this a Heroic Tier power, IMO.)

(One spin would be to list all 10 damage types instead of just the energies, as a "Specialty Scholar" feat (Poison Mage, anyone?). However, this might make the resulting character too much of a "one-trick pony". Thoughts?)

Enlarged Burst/Reach: Buffing individual effects seems a design dead end to me. I don’t think there is enough bang for the buck for this practice, since a character only has 18 feats in a whole career. I would prefer to see combined, themed packages instead. For example, the following might be worth a look:

Idea, Overchannel (Wizard only) (Paragon):
Prerequisites: Intelligence 17, Constitution 15
Benefit: Once per day, you can substitute the Overchannel feat power for one of your daily powers.

Overchannel
Daily + Arcane, Attack Implement
Stance + Standard Action Personal
Trigger:
In your turn, you use a move action to ready yourself and a standard action to use a healing surge to power this effect.
Effect: For the duration of this encounter, all your powers with a range greater than Close gain a +5 power bonus to range, all your powers with a burst effect gain a +1 power bonus to their radius, and all your powers with variable damage deal a power bonus of +2 to each die of damage.
Special: The instant you use your final encounter power, you must make a saving throw vs. unconsciousness. If you fail, the Overchannel power ends immediately and you fall unconscious. The encounter power functions normally, regardless.
(consider: Epic Special: At 21st level, range increases +10,
bursts increase +2, and damage increases to +3.)

(The non-blue special might be too fiddly, but may give players an interesting choice—do I use a more powerful encounter power and risk putting myself down, or do I use weaker at-will powers and hope the opponent drops first. What if party powers have a really sweet synergy with the encounter power?)

Greater Cleave/Magic Missile Mastery: These seem OK at first glance. I’m just unsure why they were configured as feats instead of higher level attack powers.

Magic Missile Mastery (2): My group has a wizard who finds it impossible to hit with magic missile. We’ve had a 9-10 sizable encounters and he has yet to hit anything(!) with the power. It’s embarrassing the rest of us. He desperately wants some sort of “magic missile mastery”, but in his case, a Reliable version, or an auto-hit feat would be more appropriate.

((There is some local rumbling about everything in 4e being so dice-based it’s too dice-based--some players here have been subject to Epic dice-lice infestations.))

Hideous Blow: No comment at this time.

Sacrificial Blast: Don’t like the name, which sounds like a paladin/cleric feat. “Infernal Blast” might be better.

Seeking Missile: Seems a bit fiddly. Why not just give combat advantage when shooting at an opponent in cover?

Equilibrant Savant: This looks like a divine form of Energy Substitution, so the tier peg seems right.

Great Commander's Strike: At first read, looks pretty solid to me.

Heavy Priest’s Shield: (Not crazy about the name.)
Do you get the bonuses if the prayer attack misses? If you intend no, then the wording might be improved:

“If you hit while using your Priest’s Shield at-will prayer, the prayer AC and Reflex bonuses are +2 instead of +1.”

OOPS! MISSED ONE
Desperate Accuracy: This feat poaches the Elven Accuracy racial power. I would be reluctant to make racial abilities generally available this early in the game’s life—the races would lose some of their “cool”-factor before the audience could even get used to them. I’d shelve this for a year, then look at it again.

I do have a suggestion for a feat template based on the word “Desperate”.

Triple Strike: I would like this better as a Desperation feat (see below). An additional attack is one of the most highly leveraged bonuses in the game, IMO. This one may be unbalanced as written.

NEW IDEA
“Desperate” Feat Template: Desperate feats deplete healing surges to power cinematic special abilities -- in short, the player is putting all chips on the table and this move should be high risk. “Desperate” feats have all of these characteristics: Triggered when you are bloodied, powered by one or more personal healing surges, the effect replaces a daily power use, and the feat is once/day, nonrechargeable. Ideally, the consequences of failure when using the feat should have the player sweating bullets.

And that's a wrap!
 

I’ll try to get up to speed in one post, then ease off a bit. First, I like the mix of ideas in general.

Energy Admixture/Energy Substitution/Energy Gestalt/ Energy Specialization: This group whispers Paragon Path to me, too. Perhaps it gives away too much to put all of these powers out on the table in a grab-bag fashion. I’d rather see an Energy Master Paragon Path that melds these into a coherent, themed specialty. Your mileage may vary.

I based these on the dragonborn feats. Looking back the dragon breath admixture is paragon tier so I erased two of them and and made energy admixture paragon

Idea, Energy Scholar (Heroic)
Prerequisites: Wizard, at least one power with an energy keyword.
Benefit: Choose an energy type (Acid, Cold, Fire, Lightning, or Thunder). Any power you use with an energy keyword from this list will use your chosen energy instead. Your attack rolls with the chosen energy have a +1 bonus.
Special: You cannot take this feat if you have the Energy Substitution feat. You may not use other energy types from this list unless you take the Energy Master Paragon Path.

(This is strictly a theme-based specialization feat so we can have pyromancers, frost mages, etc. The narrowing of the caster’s versatility in converting most damage to one energy form makes this a Heroic Tier power, IMO.)

I added this but took out the wizard requirement, thinking warlocks and artificers and the like would use this. Maybe an Int. requirement?



Enlarged Burst/Reach: Buffing individual effects seems a design dead end to me. I don’t think there is enough bang for the buck for this practice, since a character only has 18 feats in a whole career. I would prefer to see combined, themed packages instead. For example, the following might be worth a look:

18 feats is a lot compared to 3.5 and these have a lot more utility than those metamagic (forgot what they where called, you could apply them as a swift action) feats you could only use once per day. An enlarged burst from 1 to 2 takes covers 14 more squares.

Idea, Overchannel (Wizard only) (Paragon):
Prerequisites: Intelligence 17, Constitution 15
Benefit: Once per day, you can substitute the Overchannel feat power for one of your daily powers.

Overchannel
Daily + Arcane, Attack Implement
Stance + Standard Action Personal
Trigger:
In your turn, you use a move action to ready yourself and a standard action to use a healing surge to power this effect.
Effect: For the duration of this encounter, all your powers with a range greater than Close gain a +5 power bonus to range, all your powers with a burst effect gain a +1 power bonus to their radius, and all your powers with variable damage deal a power bonus of +2 to each die of damage.
Special: The instant you use your final encounter power, you must make a saving throw vs. unconsciousness. If you fail, the Overchannel power ends immediately and you fall unconscious. The encounter power functions normally, regardless.
(consider: Epic Special: At 21st level, range increases +10,
bursts increase +2, and damage increases to +3.)

(The non-blue special might be too fiddly, but may give players an interesting choice—do I use a more powerful encounter power and risk putting myself down, or do I use weaker at-will powers and hope the opponent drops first. What if party powers have a really sweet synergy with the encounter power?)

This is really cool and wilder-esqe but not sure if it should be an utility power or class feature. I t might be a feature of the wild-magish Sorcerer if that's how its being designed

Greater Cleave/Magic Missile Mastery: These seem OK at first glance. I’m just unsure why they were configured as feats instead of higher level attack powers.

Because they are both at-will powers.

Magic Missile Mastery (2): My group has a wizard who finds it impossible to hit with magic missile. We’ve had a 9-10 sizable encounters and he has yet to hit anything(!) with the power. It’s embarrassing the rest of us. He desperately wants some sort of “magic missile mastery”, but in his case, a Reliable version, or an auto-hit feat would be more appropriate.

((There is some local rumbling about everything in 4e being so dice-based it’s too dice-based--some players here have been subject to Epic dice-lice infestations.))

Maybe the dice are mean, it shouldn't be less effective than any other attack, my wizard hits about 80% with her Magic Missiles, but she does roll well.

Sacrificial Blast: Don’t like the name, which sounds like a paladin/cleric feat. “Infernal Blast” might be better.

people seem to have problems with the "sacrifice" lingo. I'm not sure why with the mythos of satanic sacrifice. Changed it to Infernal Sacrifice.

Seeking Missile: Seems a bit fiddly. Why not just give combat advantage when shooting at an opponent in cover?

Not a bad idea. It kinda adds to the flavor, I'll think about it.


Heavy Priest’s Shield: (Not crazy about the name.)
Do you get the bonuses if the prayer attack misses? If you intend no, then the wording might be improved:

“If you hit while using your Priest’s Shield at-will prayer, the prayer AC and Reflex bonuses are +2 instead of +1.”
I didn't dig the name either, changed, added half of your text.

OOPS! MISSED ONE
Desperate Accuracy: This feat poaches the Elven Accuracy racial power. I would be reluctant to make racial abilities generally available this early in the game’s life—the races would lose some of their “cool”-factor before the audience could even get used to them. I’d shelve this for a year, then look at it again.

I do have a suggestion for a feat template based on the word “Desperate”.

Triple Strike: I would like this better as a Desperation feat (see below). An additional attack is one of the most highly leveraged bonuses in the game, IMO. This one may be unbalanced as written.

NEW IDEA
“Desperate” Feat Template: Desperate feats deplete healing surges to power cinematic special abilities -- in short, the player is putting all chips on the table and this move should be high risk. “Desperate” feats have all of these characteristics: Triggered when you are bloodied, powered by one or more personal healing surges, the effect replaces a daily power use, and the feat is once/day, nonrechargeable. Ideally, the consequences of failure when using the feat should have the player sweating bullets.

And that's a wrap!

I like that idea , changed desperate accuracy to "once a day when bloodied by spending a healing surge". This changes the mechanic from the elf racial ability but not the benefit. It could also be so a player would have to sacrifice a second wind instead to make it so they "sweat bullets". Removed triple strike, seems redundant with all the ranger powers that grant multiple attacks as the class progress.
 

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