| Post/Author/DateTime | Post |
|---|---|
| FuriousFoxTheShinobi06-05-07, 08:22 PM | Does anybody knows if you can Create Feats??? If so, How does it work Etc Etc And does anybody knows a way to improve flurry of blows? If so, Tell me please. " I already improved strenght with a item '" And is it possibel to use trip and disarm in 1 round, So you let the enemy trip and then disarmd it? Is this even possibel or do you need improved trip/disarm for it? "Im going to get both improved trip and improved disarm" "My character is 5 lvls lyconthrope "Wolf", And 2 lvl's monk" - You might think: Huh? But, dont ask and just awnser please- Greetings, Fox |
| Zaver06-05-07, 09:04 PM | So long as you can make multiple attacks you can disarm and trip since they're just attacks them selves. As far as improving flurry of blows, just lvl up as a monk. Making feats is tricky since you have to keep it balanced and it's entirely up to your DM at any rate so talk about it and work out what you want the feat to be, the prereqs and potentail draw backs and see if they'll let you add a new feat in. |
| InkBlot06-05-07, 10:37 PM | Anybody can make a feat. Most people make feats by typing them into a computer with a keyboard, or writing them down on paper with a pen or pencil. Once a feat is created, it is up to each individual DM to allow or dissalow the feat in their games. I suggest waiting until you have more rules expertise before creating feats. Asking lots of questions is a good way to achieve that expertise, but you also need to play many varied kinds of characters in many different kinds of games. At any rate, here is a basic guide to creating feats. Formating: This is taken right out of the PHB. FEAT NAME [TYPE OF FEAT] What the feat does, from the perspective of the character. Flavor text. Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite. Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once. Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent. Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat. The feat name and tag (type of feat), are always written in all caps. General feats do not always need to be marked with a [GENERAL]. Fighter bonus feats can be marked with a [FIGHTER] tag, even though they don't do this in the books. In the books, a fighter feat is designated by placing "a fighter may select this feat as one of his fighter bonus feats" in the Special section. Prerequisites: Prerequisites are important for balancing a feat, and for establishing flavor. Because Whirlwind Attack requires Dodge, Mobility, Spring Attack, and Combat Expertise we can imagine a character quickly darting from foe to foe while dodging, ducking and weaving. If the prerequisites for Whirlwind Attack were Cleave and Power Attack, then we would imagine a character swinging his weapon in a mighty circle. It's hard to imagine a character learning how to shoot 2 arrows in 3 seconds (Manyshot) without first learning how to shoot 2 arrows in 6 seconds (Rapid Shot). There are three big ways in which prerequisites balance a feat's power. First, it prevents certain characters from gaining certain feats. A feat which would be fine for a wizard but overpowered for anybody else might have "the ability to cast arcane spells" as a prerequisite. Simply having many other feats as prerequisites can also help here, since some classes get certain feats as bonus feats. Second, prerequisites can be a kind of cost. A powerful feat may counteract it's own power, by requiring you to make weak choices to gain it. For example, Spring Attack requires Dodge and Mobility. Dodge or Mobility by themselves are not very usefull feats, but Spring Attack is. Another example is Two Weapon Fighting, which works best with a high strength but requires you to have a high dexterity. The worst prerequisites of this type force you to out-and-out waste skill points or feats (for example, requiring 10 ranks in craft (macaroni and cheese)), and you should avoid that. Third, prerequisites can force you to wait until certain level before getting the feat. Most commonly, a feat will require a certain number of ranks in a skill, a certain Base Attack Bonus, a certain class ability, or the ability to cast a certain level of spells. Each of these things are based on level, and can't be gotten earlier than a certain level. For example, if you want to keep people from getting your feat before 5th level then you could put "Climb 8 ranks" as a prerequisite. A feat which allows you to cast burning hands at will would be overpowered if it were available at 1st level, but not if you had to wait until 15th level (Spellcraft 18 ranks) to get it. Keep in mind that prerequisites alone can not balance a feat! A feat which allowed you to destroy the universe as a free action once per round would be overpowered no matter how many hoops you have to jump through to get it. Benefit: This is the meat and potatoes of your feat. Keep the benefits section as simple and clearly worded as you can. The help balance a feat, look at other feats. If your feat gives better benefits than another similar feat, then it should be harder to get or perhaps simply impossible to get until after you could have already gotten the weaker feat. A good rule of thumb is "if there's no reason not to take your feat, then it's overpowered." No feat should make a class-type worthless. For example, there is no feat which grants Trapfinding. This is because if there was, then it would destroy the role of rogue-like classes. Edit: I think that's good for now. |
| FuriousFoxTheShinobi06-06-07, 02:42 AM | THanks for the Guide, Im working the feat out now ^^. |
| Sabni06-06-07, 04:33 AM | Step One: Invite your DM to a local "bar" type establishment under the guise of discussing your character background. Step Two: Feed your DM drinks of the "girly" category. i.e. drinks that do not remotely taste alchoholic but will land you as the star of a Girls Gone Wild video. Step Three: After your DM is rolling dice to see if the hot bartender digs him, explain how the feat you designed that lets your wizard cast double the normal number of fifth level spells per day is "balanced" and how "hot bartenders dig guys with extra fifth level spells." Step Four: Make sure you get your DM's signature, proving that he okayed your potentially game breaking feat, and saw how it would enrich the roleplay and enjoyability of the game. Step Five: Loudly proclaim you have never met your DM before in your life as he, in slurred speech, tries to explain to the bouncer that his goofy looking cloak from LARP is actually a Cape of the Montebank, and that no walls can hold him prisoner. |
| Aggrenox06-06-07, 12:31 PM | /signed. |