| Post/Author/DateTime | Post |
|---|---|
| Sylvaroth01-07-07, 03:09 PM | Off of the top of my head i came up with this: WALKING ARMORY [GENERAL] Prerequisites: Base attack bonus +4, Quick Draw. Benefit: You can draw or sheathe a weapon, or switch hands on a weapon as a free action, or draw a hidden weapon as a swift action instead of as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). INTERMITTENT RAGE [GENERAL] Prerequisites: Base attack bonus +8, rage ability, Endurance. Benefit: If you end your rage prematurely, after a number of rounds, equal to, or less than half your normal rage duration (3 + newly modified Constitution modifier divided by 2 rounded down), you do not become fatigued. |
| jaelis01-07-07, 05:53 PM | Walking Armory: You need to watch out for the ability to sheath as a free action. There are a handful of feats and class abilities that trigger off drawing a weapon, which could lead to abuse. Intermittant Rage: Seems like a nice idea. I don't know about the name though... how about "Tempered Rage"? |
| King_In_Yellow01-07-07, 07:34 PM | Hi I like, think Endurance should be among the prerequisites. Extend Rage and this would make for a very powerful combo. King_In_Yellow |
| Jay_Ibero_91101-07-07, 08:20 PM | Hi I like, think Endurance should be among the prerequisites. Extend Rage and this would make for a very powerful combo. King_In_Yellow I wouldn't call it powerful....more like convenient. And if you are going to take endurance anyway, you could just take a level of horizon walker with desert terrain and be immune to fatigue in general... |
| Kesuk2k501-07-07, 11:39 PM | While it IS a nice idea, there's no reason base attack should be included in the Tempered Rage feat. Even as a hard-line level requirement insurance, 8th level is a little too high for it. At that level you're ready for better feats. Here's a new whack at it, with new reasoning for requirements. Tempered Rage [General] Knowing that you've got plenty of fury, you've learned to temper it when it's no longer practical. Prerequisite: Rage 2/day. Benefit: If you willingly end your rage prematurely before the encounter is over, you are not fatigued for the remainder of the encounter. Only one rage per day may be affected by this feat. While I'm posting, what do you guys think of this feat? It's melee-ish. Cornered Fox Prerequisites: Blind-Fight or Combat Reflexes. Benefit: When you are considered flanked, you gain a +2 morale bonus on all attack rolls made against the creatures flanking you and a +1 morale bonus on all saving throws against special attacks made by those creatures. |
| Sylvaroth01-08-07, 10:17 AM | First of all: Thanks for all the comments and suggestions! Walking Armory: You need to watch out for the ability to sheath as a free action. There are a handful of feats and class abilities that trigger off drawing a weapon, which could lead to abuse. My line of argumentation is a s follows: With a base attack bonus of +0, you are allowed to draw or sheathe a weapon as a move action (while sheathing a weapon does provoke an AoO). If you have a base attack bonus of +1 or higher, you can combine draw weapon with a regular move (though the FAQ states both drawing and sheathing a weapon are affected by this, I think only drawing a weapon is really meant. One could argue, that sheathing a weapon could be handled as a move action without AoO at this point). After taking Quick Draw you can draw a weapon as a free action instead of as a move action (at which point I'd rule, sheathing a weapon can be done as a free action in combination with a regular move at least). Now taking another feat, sheathing a weapon may be done as a free action, as with drawing a weapon (while shifting hands on a weapon may be considered a move action at first, this may have the same progression as draw a weapon with bab +1, and/or Quick Draw). Also I'd like to know what feats you are referring to specifically. Intermittant Rage: Seems like a nice idea. I don't know about the name though... how about "Tempered Rage"? I am not that happy with the name, too ;) Endurance should be among the prerequisites. Think I'll include it then :D And if you are going to take endurance anyway, you could just take a level of horizon walker with desert terrain and be immune to fatigue in general... While this may work, it is not an option for a player who is aiming at straight barbarian and may also not fit his role concept. Besides, taking only one level of a PrC instead of taking a feat, just to get a benefit you'd get anyways, does not really seem that effective to me. While it IS a nice idea, there's no reason base attack should be included in the Tempered Rage feat. Even as a hard-line level requirement insurance, 8th level is a little too high for it. At that level you're ready for better feats. Here's a new whack at it, with new reasoning for requirements. Tempered Rage [General] Knowing that you've got plenty of fury, you've learned to temper it when it's no longer practical. Prerequisite: Rage 2/day. Benefit: If you willingly end your rage prematurely before the encounter is over, you are not fatigued for the remainder of the encounter. Only one rage per day may be affected by this feat. Though I may be convinced to lower the requirements to be achievable at levels lower than 8th, the reason I included the base attack bonus was, that this level lies half in between rage and tireless rage. Rather than saying rage 2/day I'd go with a certain Con score. Also, I think your take on the feat makes it way too powerful, for with your wording of the feat's benefits, you may end your rage one round before it ends anyways making it the not-so-little brother of tireless rage (at least for one rage/day), achievable at 4th level. I think I'll stick with my concept, but may include a Con requirement. As for your suggested feat, I think having a bard in you party is more feasible, than burning a feat for such situations that can also be handled otherwise (e.g. by making sure you cannot be flanked). :D |
| Kesuk2k501-08-07, 12:27 PM | Sylvaroth: Yeah, I've been DMing with a high-powered campaign for quite a while, so you're probably right about my view being skewed. But it's always about the context of the campaign, and again, good job coming up with that feat idea. It's so basic that it's a suprise no one else has thought of it yet. Kudos. :P |
| Sylvaroth01-08-07, 12:39 PM | :lol: If I had an ego board, this comment would be added. Thank you, Kesuk2k5. I came up with the idea after playing a barbarian myself just recently. Obviously DMing and knowing the rules in theory is one thing, but playing such a critter in a 'real' situation of combat is an other one. Somehow this showed me that it can come in quite handy to switch chairs sometimes, so not to lose the touch with the petty players and their needs. ;) I am pretty sure this can be done with all the classes, and I am already thinking about reading all those 'Fighters Suck'-threads and playing a fighter for a little while, to see for myself, how I would improve them, having the best from both worlds (the playing DM/ the DMing player). |
| Neodymium01-10-07, 08:20 AM | ever noticed that in the Deluxe Character Sheets, the barbarian has basically an entire page for feats? How ridiculous is that? The fighter doesn't even get that many slots. |
| Sylvaroth01-27-07, 10:11 AM | EMPOWER RAGE [GENERAL] Prerequisite: Rage ability. Benefit: All ability bonuses granted by a rage are increased by +2, the morale bonus on Will saves increases by +1. The penalty to AC remains at -2. An empowered rage uses up two daily uses of the barbarians rage ability. REACH RAGE [GENERAL] Prerequisite: Rage ability. Benefit: A barbarian in a reach rage threatens squares as if he were one size larger. A reach rage uses up one daily uses of the barbarians rage ability EXTEND RAGE [GENERAL] Prerequisite: Rage ability. Benefit: An extended rage lasts twice as long as normal. An extended rage uses up one daily uses of the barbarians rage ability. |
| Sylvaroth07-27-07, 03:53 AM | *SMASH!* :bump: |
| Steidas07-27-07, 12:01 PM | Walking armory should be tactical and ONE of the abilities should be the sheate option (the feat otherwise is a bit underpowered). Reach Rage is a bit overpowered on that way. The rest are quite good actually, but extend rage should just give some additional rounds (say +10 or something). |
| Sylvaroth07-27-07, 02:20 PM | Walking armory should be tactical and ONE of the abilities should be the sheate option (the feat otherwise is a bit underpowered). I agree. The idea behind the feat was to enable a character to use up to four different weapons in a full attack action, if desired. I can see, however, how this feat enables several different uses of this ability (e.g. attacking a charger thrice, one with a ranged, once with a reach, and once with a non-reach melee weapon). Any other ideas? Reach Rage is a bit overpowered on that way. Why is that? It is a lot less powerful than an enlarge spell. The rest are quite good actually, but extend rage should just give some additional rounds (say +10 or something). You give up one daily use of rage to be able to rage as if you could rage twice in a row. I see nothing wrong with that. It could, however, need some prerequisite and/or higher post-rage penalties for increased exhaustion. |