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| Yaeri09-24-07, 06:11 AM | For reasons not important right now, every one of my players got to choose between four feats in a personalised set. The intent of these feats was to be stronger than regular feats, about the value of a feat-and-a-half. For some players/feats this was fairly easy. For example: +3 to a saving throw, or +3 to damage with a certain weapon are pretty straigth forward. Now while I've been able to tackle some of the not so clear-cut ones, there are some where I'm really not at all certain how well they compare to the intended strength. One of the feats the sorceress in the party gets to choose from: -Spellrage. When reduced below half your hitpoints, you can enter a state of rage in combat. Magical energies roil through your veins to be unleashed in reckless bursts of fury. Benefit: During a spellrage, any spell you cast deals a backlash damage of 2D6 hit points to your body. None of the regular energy resistances can prevent this damage. Any spell cast during a spellrage, has its DC increased by 2. Your caster level counts as if 2 higher, during a spell rage, for all intents and purposes pertaining to the spells you cast. (overcoming spell resistance, duration, damage die, etc, but not bonus spells per day and such) You behave recklessly during your spellrage, giving you a -2 penalty to AC and reflex saves. Your mind becomes harder to control however, giving you a +4 bonus to will saves. A spellrage lasts until you end it, for a maximum number of rounds equal to your level. When your spellrage ends, all its bonuses and penalties immediately end, but any backlash damage you got doesn't revert by itself. You also become fatigued. You can not enter a spellrage more than once per day. Plus the feats for the shadowdancer in the party. I'm just not sure how situational they are going to be. -Shadowdancer feat: Improved shadow jump Benefit: You can shadow jump as a move action. In addition your maximum jump distance per day increases by 20 ft. -Shadowdancer feat: Summon greater shadow Benefit: The shadowdancer's shadow's hit dice increase by 2, increasing its skills, bab, saves, feats, etc. The damage of the shadow's claw attack increases by one die, from 1D6 to 1D8 STR damage. Any ideas for the two other feats this shadowdancer gets to choose from? She's a rogue/shadowdancer fighting with 2 Kukri's and she uses the use magic device skill (she has skill focus UMD already). She's keen on defence. |
| Ebrion09-24-07, 06:43 AM | When it comes to the Spellrage I would also add a -2 to concentration checks as a drawback, since with the rage class feature the Barbarian cannot do anything the requires concentration. As for the Shadow Dancer, what you have sounds good, I don't know what else to add. Maybe "Roll With It' from the Rogue bonus feats |
| Yaeri09-26-07, 05:51 AM | :bump: |