nemmerle said:New feats and such should be in house rules. . . I'll move it over for you.
No.......
Its not a House Rule this is an officially released d20 rule. If you want to move it to the Rules Forum thats ok.
nemmerle said:New feats and such should be in house rules. . . I'll move it over for you.
sigfried said:I'm not sure what peoples concerns are. Creating creatures isn't much different than creating items, especialy considering creatures won't always obey you as items would, so from a balance standpoint its not realy a problem.
ragnarok said:What about XP-cost? Nearly to all Create(Whatever) feats require them(especially golems which make loyal servants,too).
The backwards-compatible issue is a good one. Wizards and even alchemists of nearly all skill levels, from master to neophyte, have been depicted as "playing God" in fantasy texts. Gaining the Feat ought to be comparatively easy, even if producing the desired results is not.smetzger said:1) Its too easy.
I wanted to make it backward compatable with previous evidence of Wizards creating creatures. in A2 Markessa is a 5th level Wizard and is creating creatures. The Illithid example - perhaps I should have added something saying that you cannot create naturally occuring creatures.
There is one important difference here, and that is the ability to procreate. Create 2 golems and you have 2 golems. Create 2 magical beasts and you have... potentially unlimited magical beasts (assuming you created male/female ;-) ).2) The lab costs are too low.
The lab costs for making a Golem is the same.
There are many things PCs shouldn't be able to do. While morally this may be one of them, I would suggest that anything modern man is capable of with technology, fantasy man should be capable of with magic (after, all, "sufficiently advanced technology is indistinguishable from magic" - and I might add that sufficiently advanced magic is indistinguishable from technology).3) There are some things PCs shouldn't be able to do.
I don't agree with this one. But, I did design the feat so that NPCs would actually follow the rules.
Not entirely happy with that, but I see your reasoning. Arbitrary exclusion, though, seems, well, arbitrary. ;-)4) The type of creatures.
I looked at all the things in the MM and MonF and used only types that had examples of being created by mortals. I threw out Dragons(Ibrandlin) and Giants(Phaerlin) because those type just didn't seem to fit as well and I thought people would be less likely to accept the feat if they were included.
Seemed reasonable to me. I would probably add a Synergy bonus for a high Profession: Alchemy skill, myself.5) Why Knowledge(nature) ?
All the creature types listed as possibilities have a Biology. I felt that the creator should know how to combine biology science with magic. I also, didn't want to create a new skill.
I was hoping to fix past mistakes, actually.smetzger said:1) Its too easy.
I wanted to make it backward compatable with previous evidence of Wizards creating creatures. in A2 Markessa is a 5th level Wizard and is creating creatures. The Illithid example - perhaps I should have added something saying that you cannot create naturally occuring creatures.
I have no real problems with this, though the lab could be more expensive.smetzger said:2) The lab costs are too low.
The lab costs for making a Golem is the same.
I have no problem here; if DMs don't like it they can disallow it.smetzger said:3) There are some things PCs shouldn't be able to do.
I don't agree with this one. But, I did design the feat so that NPCs would actually follow the rules.
Addressed in #1.smetzger said:4) The type of creatures.
I looked at all the things in the MM and MonF and used only types that had examples of being created by mortals. I threw out Dragons(Ibrandlin) and Giants(Phaerlin) because those type just didn't seem to fit as well and I thought people would be less likely to accept the feat if they were included.
Knowledge (nature), Knowledge (arcana), Heal, and the non-standard Knowledge (anatomy) could all apply.smetzger said:5) Why Knowledge(nature) ?
All the creature types listed as possibilities have a Biology. I felt that the creator should know how to combine biology science with magic. I also, didn't want to create a new skill.
Sorry completly overlocked that (But read it twice, perhaps I get oldsmetzger said:The XP cost are there.
.Knowledge (nature), Knowledge (arcana), Heal, and the nonstandard Knowledge (anatomy) could all apply