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Think I Have Finally Figured Out How To Fix 3.5 (it took a decade)
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<blockquote data-quote="Zardnaar" data-source="post: 7589598" data-attributes="member: 6716779"><p>Not a bad list, I don't think I would disagree to much maybe with the Tiefling. I made a kickass halfling fighter but it used some 3pp feats. </p><p></p><p>Anyway some of my microfeats and explanations</p><p></p><p>Some are 5E ones cut into pieces.</p><p></p><p>Alert</p><p>You can’t be surprised while conscious</p><p>Other creatures do not gain advantage to hit you if they are hidden from you.</p><p></p><p>Actor</p><p>You have advantage on any deception or performance checks made to pass yourself off as a different person.</p><p>You can mimic the sounds made by another person or creature. You must have heard the person or creature talking or making those sounds for at least a minute. A successful charisma (deception) check opposed by a wisdom (insight) check indicates success.</p><p></p><p>Healer</p><p>When using a healing kit you may restore hit points to a being. You gain the following benefits.</p><p> </p><p>When you stabilize a dying character you restore them to 0 hit points.</p><p> </p><p>As an action you can restore 1d6+4+ your level hit points to a creature. A creature cannot regain hit points from this feat again until it completes a long rest.</p><p></p><p></p><p> Some are based on 3.5, updated to more modern mechanics.</p><p></p><p>Cleave [martial]</p><p> Once per round when you reduce an opponent to 0 hit points or less with a melee attack you can make an additional attack against an opponent within reach as a bonus action.</p><p></p><p>Combat Expertise You gain disadvantage on your attack rolls. Your opponents gain disadvantage on attack rolls against you. You can only use this feat while making melee attacks.</p><p></p><p> THe odd mechanical one.</p><p>Dagger Master [martial]</p><p>You gain gains a +2 bonus to initiative and +2 bonus to hit when using daggers.</p><p></p><p></p><p>Some bad 3.X feats got merged.</p><p></p><p>Divine Boon</p><p>The gods favor you and have blessed you with a portion of their power. You gain a +2 bonus on all saving throws.</p><p></p><p>or tweaked</p><p></p><p>Great Fortitude</p><p>You gain advantage on fortitude saves.</p><p></p><p> And others are based on 4E or ported from 4E.</p><p></p><p>Dwarven Resilience</p><p>As a reaction you gain resistance to an incoming source of damage. This ability can be used one per short rest. </p><p></p><p></p><p>Dwarven Weapon Training [Dwarf, Martial)]</p><p>Requirement: Dwarf</p><p>Benefit: You gain proficiency and a +2 bonus to damage rolls with axes and hammers.</p><p></p><p>Power Attack</p><p>You may take a -2 penalty to hit with a weapon that is does not have the light or finesse property. You gain a +3 bonus to all melee attacks. </p><p></p><p> Not I use 5E terms and round stucture, these are copy and pastes from my personal D&D I am playing with. I've done over 50 of them drawing on 3.5, Pathfinder, 4E, 5E and Star Wars Saga Edition. </p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7589598, member: 6716779"] Not a bad list, I don't think I would disagree to much maybe with the Tiefling. I made a kickass halfling fighter but it used some 3pp feats. Anyway some of my microfeats and explanations Some are 5E ones cut into pieces. Alert You can’t be surprised while conscious Other creatures do not gain advantage to hit you if they are hidden from you. Actor You have advantage on any deception or performance checks made to pass yourself off as a different person. You can mimic the sounds made by another person or creature. You must have heard the person or creature talking or making those sounds for at least a minute. A successful charisma (deception) check opposed by a wisdom (insight) check indicates success. Healer When using a healing kit you may restore hit points to a being. You gain the following benefits. When you stabilize a dying character you restore them to 0 hit points. As an action you can restore 1d6+4+ your level hit points to a creature. A creature cannot regain hit points from this feat again until it completes a long rest. Some are based on 3.5, updated to more modern mechanics. Cleave [martial] Once per round when you reduce an opponent to 0 hit points or less with a melee attack you can make an additional attack against an opponent within reach as a bonus action. Combat Expertise You gain disadvantage on your attack rolls. Your opponents gain disadvantage on attack rolls against you. You can only use this feat while making melee attacks. THe odd mechanical one. Dagger Master [martial] You gain gains a +2 bonus to initiative and +2 bonus to hit when using daggers. Some bad 3.X feats got merged. Divine Boon The gods favor you and have blessed you with a portion of their power. You gain a +2 bonus on all saving throws. or tweaked Great Fortitude You gain advantage on fortitude saves. And others are based on 4E or ported from 4E. Dwarven Resilience As a reaction you gain resistance to an incoming source of damage. This ability can be used one per short rest. Dwarven Weapon Training [Dwarf, Martial)] Requirement: Dwarf Benefit: You gain proficiency and a +2 bonus to damage rolls with axes and hammers. Power Attack You may take a -2 penalty to hit with a weapon that is does not have the light or finesse property. You gain a +3 bonus to all melee attacks. Not I use 5E terms and round stucture, these are copy and pastes from my personal D&D I am playing with. I've done over 50 of them drawing on 3.5, Pathfinder, 4E, 5E and Star Wars Saga Edition. . [/QUOTE]
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