Author Topic: D&D Skills & Feats [Rebalancing 3.5]  (Read 99228 times)

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RobbyPants

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #160 on: October 09, 2008, 12:30:59 AM »
Here are some heritage feats I worked on a while ago.  I added a few things, but there still may be some typos form copy-paste.  I left the Draconic feats out as they're already in Complete Arcane.  I've redone the Infernal and Celestial feats from the PHB II.  I've also swapped the Fiendish feats out for Abyssal, and I've rewritten several Fey feats form Complete Mage.  Basically, I used the Draconic feats as a benchmark.

ABYSSAL HERITAGE FEATS                     
[spoiler]Sorcerers with abyssal heritage draw their power from demons and the dark forces from the Abyss.


You channel the fury of your abyssal ancestors into a thunderous roar that blasts your enemies with sonic power.
  Prerequisites: Abyssal Sorcerer Heritage.
Benefit: By expending one of your spell slots, you create a 30-foot cone of sonic energy.  All opponents within the cone take 2d6 points of damage per level of the spell slot expended.  Each target can attempt a Fortitude save (DC 10 + the level of the spell slot expended + your Cha modifier) for half damage.  This is a supernatural ability.


The magical powers of your ancestors manifests in you.
Prerequisites: Abyssal sorcerer heritage, any three other abyssal heritage feats.
Benefit: You add teleport, summon monster V, and unholy blight to your list of spells known.  You gain these spells when you gain access to spells of the appropriate level.  These spells are in addition to the spells you gain normally based on your sorcerer level.


Your abyssal heritage augments the power of certain types of magic.
Prerequisites: Abyssal sorcerer heritage.
  Benefit: Your caster level and save DCs for evil spells increase by 1.

ABYSSAL SORCERER PRESENCE [HERITAGE - ABYSSAL]ABYSSAL SORCERER RESISTANCE [HERITAGE - ABYSSAL]
Your bloodline insures you against electricity.
Prerequisites: Abyssal sorcerer heritage.
Benefit: You gain resistance to electricity equal to three times the total number of abyssal sorcerer heritage feats you posses (including any you take after gaining this feat).

ABYSSAL SORCERER SKIN [HERITAGE - ABYSSAL]
Your abyssal heritage guards you against all weapons except those crafted from the dreaded cold iron.
Prerequisites: Abyssal sorcerer heritage.
Benefit: You gain damage reduction (overcome by cold iron) equal to the number of abyssal heritage feats you posses (including abyssal heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.

ABYSSAL SORCERER WINGS [HERITAGE - ABYSSAL]
You channel your inborn magical abilities to spawn a pair of bat-like wings.
  Prerequisites: Abyssal sorcerer heritage.
  Benefit: You can expend a spell slot as a standard action to gain the ability to fly.  You fly at a speed equal to twice your base land speed with good maneuverability.  This benefit lasts for 1 round per level of the spell slot used to activate it.  This is a supernatural ability.[/spoiler]



CELESTIAL HERITAGE FEATS                     
[spoiler]Sorcerers with celestial heritage draw their power from celestial races such as angels, archons, guardinals, and eldarians.

CELESTIAL SORCERER AURA [HERITAGE - CELESTIAL]
The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura.
Prerequisites: Celestial sorcerer heritage.
Benefit: As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you.  All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier).  On a failed save, a creature takes a -2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you.  A creature that resists or breast the effect cannot be affected by it again for 24 hours.  This is a supernatural ability.

CELESTIAL SORCERER HERITAGE [HERITAGE - CELESTIAL]
Your ancestry manifests in the form of several special abilities.  You gain access to abilities similar to those of an archon.
Prerequisites: Sorcerer level 1st.
Benefit: You gain a bonus on saves against acid and petrifaction equal to the number of celestial heritage feats you posses.  You also add protection from evil to your list of 1st-level sorcerer spells known.  This spell is in addition to the spells you gain normally based on your sorcerer level.

CELESTIAL SORCERER LANCE [HERITAGE - CELESTIAL]
You can channel your arcane energy into a bolt of power that is baneful to evil creatures.
  Prerequisites: Celestial sorcerer heritage.
Benefit: As a standard action, you can expend a spell slot to create a 60-foot line of energy that deals damage only against creatures with an evil alignment.  The bolt deals 2d6 points of damage per level of the spell slot spent to activate this ability.  A Reflex save (DC 10 + the level of the spell slot expended + your Cha modifier) halves this damage.  This is a supernatural ability.

CELESTIAL SORCERER LORE [HERITAGE - CELESTIAL]
The power of your ancestry grants you access to a variety of new spells.
  Prerequisites: Celestial sorcerer heritage, any three other celestial heritage feats.
Benefit: You add magic circle against evil, tongues, and teleport to your list of spells known.  You gain these spells when you gain access to spells of the appropriate level.  These spells are in addition to the spells you gain normally based on your sorcerer level.

CELESTIAL SORCERER POWER [HERITAGE - CELESTIAL]
Your celestial heritage augments the power of certain types of magic.
Prerequisites: Celestial sorcerer heritage.
  Benefit: Your caster level and save DCs for good spells increase by 1.

CELESTIAL SORCERER RESISTANCE [HERITAGE - CELESTIAL]
Your bloodline hardens your body against the acid.
  Prerequisites: Celestial Sorcerer Heritage.
Benefit: You gain a resistance to acid equal to three times the number of celestial heritage feats you currently have (including celestial heritage feats you take after gaining this feat).

CELESTIAL SORCERER SKIN [HERITAGE - CELESTIAL]
Your celestial heritage guards you against all weapons except those crafted from the dreaded silver.
Prerequisites: Celestial sorcerer heritage.
Benefit: You gain damage reduction (overcome by silver) equal to the number of celestial heritage feats you posses (including celestial heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.

CELESTIAL SORCERER TURNING [HERITAGE - CELESTIAL]
You can channel your arcane energy into a burst of positive energy that harms undead.
Prerequisites: Celestial sorcerer heritage.
Benefit: As a standard action, you can expend a spell slot to create a 30-foot radius burst of positive energy centered on you that deals damage to undead creatures.  The burst deals 2d6 points of damage per level of the spell slot spent to activate this ability.  A Will save (DC 10 + the level of the spell slot expended + your Cha modifier) halves this damage.  This is a supernatural ability.

CELESTIAL SORCERER WINGS [HERITAGE - CELESTIAL]
You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic power.
  Prerequisites: Celestial sorcerer heritage.
  Benefit: You can expend a spell slot as a standard action to gain the ability to fly.  You fly at a speed equal to twice your base land speed with good maneuverability.  This benefit lasts for 1 round per level of the spell slot used to activate it.  This is a supernatural ability.[/spoiler]



ELEMENTAL HERITAGE FEATS                     
[spoiler]Sorcerers with elemental heritage draw their power from powerful creatures native to the elemental planes.

ELEMENTAL SORCERER DEFENSE [HERITAGE - ELEMENTAL]
Your skin takes on a different color from your elemental parentage.
Prerequisites: Elemental Sorcerer Heritage.
  Benefit: If you have selected earth heritage, your natural armor increases by 1.  Otherwise, you gain an additional +1 dodge bonus to your armor class.

ELEMENTAL SORCERER ENERGY BURST [HERITAGE - ELEMENTAL]
You can convert your arcane spells into a elemental energy.
  Prerequisites: Elemental Sorcerer Heritage.
  Benefit: As a standard action, you can change arcane spell energy into an energy burst of your elemental heritage energy type.  The energy burst is a 30-foot cone (fire or cold) or a 60-foot line (acid or electricity) that deals 2d6 points  of damage per level of the spell that you expended to create the effect.  Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Cha modifier) for half damage.  This is a supernatural ability.

ELEMENTAL SORCERER ENERGY RESISTANCE [HERITAGE - ELEMENTAL]
Your bloodline hardens your body against the energy type of your progenitor.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: You gain a resistance to the energy type of your elemental heritage equal to three times the number of elemental heritage feats you currently have (including elemental heritage feats you take after gaining this feat).

ELEMENTAL SORCERER HERITAGE [HERITAGE - ELEMENTAL]
You have greater connection with your distant elemental bloodline.
  Prerequisites: Sorcerer level 1st.
Benefit: Choose one element from the Elemental heritage list below and gain the indicated special ability.  This is your elemental heritage, which cannot be changed once the feat has been taken. 
In addition, you gain a bonus on saving throws against spells and abilities with the energy type of your elemental Heritage.  This bonus is equal to the number of elemental feats you have.

Element   Energy Type   Special
____________________________________________________________________________
Air     Electricity     Breathless  (Ex): you do not breathe, so you
                         have immunity to drowning, suffocation, and attacks
                         that require inhalation (such as some types of
                         poison).
Earth   Acid            Stability: You gain a +4 bonus on ability checks
                         made to resist being bull rushed or tripped when
                         standing on the ground (but not when climbing,
                         flying, riding, or otherwise not standing firmly
                         on the ground). If you already have this ability,
                         the bonuses stack.
Fire    Fire            Resistance to fire 5.  This stacks with any similar
                         resistance you might have from your type, subtype,
                         race, or class, but not from other sources, such
                         as spells or magical items.
Water   Cold            Water Breathing.
                        Natural Swimmers: You have a swim speed equal to
                         your base land speed. (If you already have a swim
                         speed, it improves by 10 feet.) You can move through
                         water at your swim speed without making Swim checks.
                         You have a +8 racial bonus on any Swim check to perform
                         some special action or avoid a hazard. You can always
                         choose to take 10 on a Swim check, even if distracted
                         or endangered. You can use the run action while
                         swimming, provided you swim in a straight line.



ELEMENTAL SORCERER LEGACY [HERITAGE - ELEMENTAL]
You have realized greater arcane power through your elemental heritage.
  Prerequisites: Elemental sorcerer heritage, any three other elemental heritage feats.
Benefit: Based on your elemental heritage, add the following spells to your list of spells known.
Each spell is added at the level that a spellcaster would normally gain it unless otherwise indicated.

Element Spells Known
____________________________________________________________
Air     Control Winds (5th), Feather Fall, Gaseous Form
Earth   Magic Stone (1st), Stone Shape (3rd), Wall of Stone
Fire    Burning Hands, Fireball, Wall of Fire (5th)
Water   Cloudkill, Obscuring Mist , Water Walk (3rd)


ELEMENTAL SORCERER MOBILITY [HERITAGE - ELEMENTAL]
The secret of elemental mobility is revealed to you, granting you the ability to fly, swim, burrow, or move quickly occasionally.
  Prerequisites: Elemental Sorcerer Heritage.
 Benefit: After you cast an arcane spell with a casting time of 1 standard action, you gain a new mode of movement for the remainder of your turn.  The movement speed is equal to 10 feet per level of the spell you just cast.  Sorcerers with air heritage gain this as a fly speed with good maneuverability.  Sorcerers with earth heritage gain this as a burrow speed.  Sorcerers with fire heritage gain this as an increase to their land speed.  Sorcerers with water heritage gain this as an increase to their swim speed.

ELEMENTAL SORCERER POWER [HERITAGE - ELEMENTAL]
You have greater power manipulating the energies of your heritage.
  Prerequisites: Elemental Sorcerer Heritage.
  Benefit: Your caster level increases by 1, and you add 1 to the save DC of all arcane spells with the energy descriptor of the same energy type as determined by your elemental heritage.
 Special: If the Energy Substitution feat is used to modify a spell, this feat will work if the new type of energy matches the energy type of your elemental heritage.

ELEMENTAL SORCERER RESISTANCE [HERITAGE - ELEMENTAL]
Your bloodline grants you resistance to things that would normally affect a living creature.
Prerequisites: Elemental Sorcerer Heritage.
Benefit: You gain a +1 bonus to saves against poison, paralysis, sleep, and stunning for every elemental heritage feats you currently have (including elemental heritage feats you take after gaining this feat).[/spoiler]



FEY HERITAGE FEATS                        
[spoiler]Sorcerers with fey heritage draw their power from the chaotic and unpredictable fey.

FEY SORCERER HERITAGE [HERITAGE - FEY]
You are a descended from creatures native to the fey realms.  You are naturally resistant to the most common effects produced by your ancestors.
  Prerequisites: Sorcerer level 1st.
 Benefit: You gain a +3 bonus on Will savings throws against enchantment effects.

FEY SORCERER LEGACY [HERITAGE - FEY]FEY SORCERER POWER [HERITAGE - FEY]
Your fey heritage augments the power of certain types of magic.
Prerequisites: Fey sorcerer heritage.
  Benefit: Your caster level and save DCs for enchantment spells increase by 1.

FEY SORCERER PRESENCE [HERITAGE - FEY]FEY SORCERER SKIN [HERITAGE - FEY]
Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.
Prerequisites: Fey sorcerer heritage.
Benefit: You gain damage reduction (overcome by cold iron) equal to the number of fey heritage feats you posses (including fey heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.

FEY SORCERER SLEEP [HERITAGE - FEY]
You can channel your arcane energy into a magical enchantment that makes your opponents sleepy.
  Prerequisites: Fey sorcerer heritage.
  Benefit: As a full-round action, you can expend a spell slot to create a 30-foot cone that causes all inside to fall asleep as the sleep spell.  The cone puts 1d6 hit dice of creatures per level of the spell slot spent to activate this ability to sleep, although this has no effect on creatures with more hit dice than your sorcerer level.  A Will save (DC 10 + the level of the spell slot expended + your Cha modifier) negates the effect.  This is a supernatural ability.[/spoiler]



INFERNAL HERITAGE FEATS                     
[spoiler]Sorcerers with infernal heritage draw their power from devils and the dark forces of Baator.

INFERNAL SORCERER EYES [HERITAGE - INFERNAL]
Your eyes glow with infernal fire, allowing you to see through magical darkness.
  Prerequisites: Infernal Sorcerer Heritage.
  Benefit: As a swift action, you can expend a spell slot to cause your eyes to emit a spectral red glow.  You gain the ability to see perfectly in darkness of any kind, out to the limit of your line of sight.  You ignore the concealment provided by darkness spells and effects.  This benefit lasts for 10 minutes per level of the spell slot used to activate it.

INFERNAL SORCERER HELLFIRE [HERITAGE - INFERNAL]
You have learned to craft hellfire, like the dread lord Mephistopheles.
  Prerequisites: Infernal Sorcerer Heritage.
Benefit: By expending one of your spell slots, you create a 30-foot cone of hellfire.  This special dark fire is not effected by normal fire resistance or immunity.  All opponents within the cone take 2d4 points of damage per level of the spell slot expended.  Each target can attempt a Fortitude save (DC 10 + the level of the spell slot expended + your Cha modifier) for half damage.  This is a supernatural ability.

INFERNAL SORCERER HERITAGE [HERITAGE - INFERNAL]
Your innate magic derives from infernal ancestors.  Your blood is thick with their power, allowing you to exhibit a variety of abilities.
  Prerequisites: Sorcerer level 1st.
Benefit: You gain a bonus on saves against fire and poison equal to the number of infernal sorcerer heritage feats you possess.  When you use a conjuration (summoning) spell to summon an evil outsider, you gain a +2 bonus to your caster level.

INFERNAL SORCERER POWER [HERITAGE - INFERNAL]
Your infernal heritage augments the power of certain types of magic.
Prerequisites: Infernal sorcerer heritage.
  Benefit: Your caster level and save DCs for evil spells increase by 1.

INFERNAL SORCERER RESISTANCE [HERITAGE - INFERNAL]
You are as tough and resilient as an infernal monstrosity, allowing you to shrug off fire damage..
  Prerequisites: Infernal Sorcerer Heritage.
Benefit: You gain resistance to fire equal to the total number of infernal sorcerer heritage feats you have.

INFERNAL SORCERER SKIN [HERITAGE - INFERNAL]
Your infernal heritage guards you against all weapons except those crafted from the dreaded silver.
Prerequisites: Infernal sorcerer heritage.
Benefit: You gain damage reduction (overcome by silver) equal to the number of infernal heritage feats you posses (including infernal heritage feats you take after gaining this feat).
This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magical items.

INFERNAL SORCERER WINGS [HERITAGE - INFERNAL]
You channel your inborn magical abilities to spawn a pair of bat-like wings.
  Prerequisites: Infernal sorcerer heritage.
  Benefit: You can expend a spell slot as a standard action to gain the ability to fly.  You fly at a speed equal to twice your base land speed with good maneuverability.  This benefit lasts for 1 round per level of the spell slot used to activate it.  This is a supernatural ability.[/spoiler]

« Last Edit: October 10, 2008, 02:42:15 PM by RobbyPants »
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

veekie

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #161 on: October 09, 2008, 03:06:46 AM »
Looks good, except a bit on the Water Elemental Heritage. Air elemental heritages can't drown, but the water one can. I suggest adding water breathing to Natural Swimmer, and rephrase Elemental Sorceror Mobility(water) to 'Sorcerers with water heritage gain this as an increase to their swim speed.'

Coz, Water Elemental Heritage already gave a swim speed.:D
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

RobbyPants

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #162 on: October 09, 2008, 09:43:59 AM »
Looks good, except a bit on the Water Elemental Heritage. Air elemental heritages can't drown, but the water one can. I suggest adding water breathing to Natural Swimmer, and rephrase Elemental Sorceror Mobility(water) to 'Sorcerers with water heritage gain this as an increase to their swim speed.'

Coz, Water Elemental Heritage already gave a swim speed.:D
Yeah, I knew I'd miss something in all the copy-pasting.  One I made over a year ago, and the other I revised last night.  Should the natrual swimmer just flat out be granted by the immunity, and have the base water elemental heritage feat grant water breathing?  It seems doing it that way makes it a bit too weak, but doing it the way I have written makes water elemental mobility nearly useless.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

veekie

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #163 on: October 09, 2008, 11:13:12 AM »
Well, the base heritage giving water breathing without a swim speed doesn't quite cut it I think, should be fine if mobility just bolstered swim speed by that amount, making them even faster in water, and mirroring fire's land speed. Which is oddly appropriate for opposed elements. Swim is probably the least used of the 3 move modes anyway, since it's situational, while the others are useful more often.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Kuroimaken

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #164 on: October 09, 2008, 11:15:52 AM »
Giving water breathing outright shouldn't be a problem, unless the campaign takes water hazards very seriously. I've only seen it come up a handful of times (usually killed or got us into loads of trouble on account of unpreparedness though).
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


veekie

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #165 on: October 09, 2008, 11:18:42 AM »
Problem with that though, is that Air is strictly superior by dint of not needing to breath at all.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

RobbyPants

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #166 on: October 09, 2008, 05:05:32 PM »
Yeah, that was my reservation.  I figured water breathing will look stupid compared to breathless.  That, coupled with the Elemental Mobility either granting a flight or swim speed, makes water heritage seem even more pointless.

Why breath in the water and swim when you could not breath at all and fly?

I think I need to put more thought into this.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

Kuroimaken

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #167 on: October 09, 2008, 07:42:28 PM »
Oooh, I got one. Control over one's own bodily fluids.

This could, among other things, mean poison immunity, fast healing, auto-estabilizing when dying...
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Soda

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #168 on: October 09, 2008, 09:55:40 PM »
Oooh, I got one. Control over one's own bodily fluids.

This could, among other things, mean poison immunity, fast healing, auto-estabilizing when dying...

And lasting for hours! I'll take that feat, please.

Kuroimaken

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #169 on: October 09, 2008, 11:04:55 PM »
Quote
And lasting for hours! I'll take that feat, please.

It might be easier to order Viagra instead.
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


RobbyPants

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #170 on: October 09, 2008, 11:07:19 PM »
All in all, do the feats look fine?

Also, the older heritage feats had a feat that would give the sorcerer three spells known added to the list (typically one 1st, one 3rd, and one 5th level spell).  The newer ones have a feat that give you three 5th level spells as SLAs.  What is your preference?
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

Kuroimaken

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #171 on: October 09, 2008, 11:23:10 PM »
Careful with those SLAs... You never know what kind of monster you might end up with. Though, them being separate from spell slot usage is always nice.
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


SiggyDevil

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #172 on: October 10, 2008, 12:57:59 AM »
Rob, have you considered self-scaling feats?
Perhaps not granting a whole new ability at levels 6, 11, and 16, but rather something that gives a little boost now, and then another boost when a certain criteria is met, such as grabbing a similar heritage, gaining X level (somewhere between 2-5), gaining Y ranks in a skill, gaining knowledge of a specific spell subtype or descriptor, and so on.

A similar concept is in the Frank & K Tome series and some ideas in Pathfinder (I think), even though those tend to lean more towards the overpowered side as far as a single feat goes in "normal D&D" (and I'm not even mentioning my old "Bloodline Feats" concept... yech.. oh shit just did!!)

veekie

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #173 on: October 10, 2008, 03:06:27 AM »
Hmm, Water breathing + poison immunity could make up for it. They definitely need water breathing somewhere, if only so they don't drown in an embarassing manner.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

SiggyDevil

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #174 on: October 10, 2008, 04:20:47 AM »
Personally, if I played a Heritage Sorc, I wouldn't take many of these feats in preference of plain old Metamagic.

Some such as the Infernal wings look appealing, but not the defensive types. I mean, it's a whole feat for DR or save bonuses that can be gained from a spell and/or items.

RobbyPants

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #175 on: October 10, 2008, 10:02:55 AM »
Rob, have you considered self-scaling feats?
Some of the feats do that, and some scale by taking more heritage feats.  Several of the feats will grant you a +X bonus to something for each heritage feat you have.  Whether you're burning a feat on them, or using a sorcerer bonus feat, those feats will scale.

Also, the older (Draconic heritage) spell feats do scale with level.  Each one grants you a new spell known at the level you would learn it.  You're given a 1st, 3rd, and 5th level spell.  So, if you take the feat at 1st level, you get one spell known.  Then, at 6th level you automatically pick up your 3rd level spell, and you get your 5th level spell at 10th level.

This probably isn't exactly what you meant, but I think these feats do gain power as you gain levels, in a matter of speaking.


Hmm, Water breathing + poison immunity could make up for it. They definitely need water breathing somewhere, if only so they don't drown in an embarassing manner.
I fully agree with the water breathing.  Maybe water breathing and natural swimmer isn't too much as the base feat.  Maybe if it seems like too much, a -10 to base speed while swimming approach could work.

I like the poision immunity (or scaling resistance), but perhaps that would work as a separate elemental feat.  Elememtals (the type) are immune to sleep, stunning, paralysis, and poison.  Perhaps another feat can be made to give you a +1 bonus per heritage feat on saves against all four (sleep, stunning, paralysis, and poison).


Personally, if I played a Heritage Sorc, I wouldn't take many of these feats in preference of plain old Metamagic.

Some such as the Infernal wings look appealing, but not the defensive types. I mean, it's a whole feat for DR or save bonuses that can be gained from a spell and/or items.
Yeah.  That's the problem I run into.  How to make them good, but not too good...
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

veekie

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #176 on: October 10, 2008, 10:29:46 AM »
Water Breathing and full Natural Swimmer is probably fine, it simply makes water a viable environment for them, compared to someone who just sank some points into swim with a necklace of adaptation.

I'd say scaling resistance over those things over immunity, it's in the blood, but you aren't an elemental yet.

Still, for a sorc, I think these feats look nice enough for me to pick them up as a freebie, compared to the relatively duller metamagics, after all, there aren't so many useful metamagics that the sorc has much else to do with his non bonus feats anyway.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

RobbyPants

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #177 on: October 10, 2008, 02:44:07 PM »
Well, I added waterbreathing to natural swimmer in the base heritage feat.  I renamed Elemental Sorcerer Resistance to Elemental Sorcerer Energy Resistance.  The first feat now grants a +1 bonus per heritage feat against saves for poison, paralysis, sleep, and stunning.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

AfterCrescent

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #178 on: October 10, 2008, 03:59:12 PM »
Just to keep it in the right thread...
Well, Alertness now graints you Spot or Listen as a class skill as well.  It's been debated if it should offer you both.
Both.

Look at Guerilla Scout from Heroes of Battle. +1 Init, Spot/Listen cost 1 point even if cross class. Is that good? No. It sucks

Alertness granting Spot/Listen as class skills, +2 to each and a +1 to init is a feat worth taking. I mean, you're more alert, right?
The cake is a lie.
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Kuroimaken

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Re: D&D Skills & Feats [Rebalancing 3.5]
« Reply #179 on: October 10, 2008, 06:37:06 PM »
Quote
Alertness granting Spot/Listen as class skills, +2 to each and a +1 to init is a feat worth taking. I mean, you're more alert, right?
Not a massive bonus to one roll, but multiple small bonuses instead. I like it.
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!