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| Von_Harbringer06-18-07, 12:29 AM | I wanted some feedback on some home brewed feats. I used the complete arcana and some 2nd edition material as a guide. Disciple of Nature * Cannot be chosen more than once Prerequisite: Druid, knowledge: religion 3 Benefit: Gain access to 1 of the following domains. Air, Earth, Fire, Water, Plant, Animal, or Sun Special: Plant and Animal domains get skill focus knowledge: nature than access. Sun domain druid gets to turn 1/day as a cleric instead of greater turning. Turning for Sun, Air, Earth, Fire, or Water needs to have a "totem of nature" (use holy symbol for cost). Weapon Familiar (replaces intelligent weapons) Performing an incantation the wielder donates his life force to their favored weapon. Prerequisite: Weapon focus: weapon of choice, weapon that has a +1 enhancement or better Benefit: Weapon becomes intelligent Special: Character expends and takes a 5% xp penalty (from now on) (will be subtracted from current xp if taken at a higher level), can still be enhanced 1-4 Empathic link (alertness) 5-6 light spell at will 7-8 Low-light vision (elves, half-elves, gnomes see at 3x) 9-10 Sapience, lesser power 1st 11-12 Darkvision 60 ft (+30 ft for orcs, drow, etc...) 13-14 Speak w/ master, lesser power 2nd 15-16 Greater power 1st 17-18 Greater power 2nd 19+ Special purpose School Specialization Source: Unearthed Arcana (page 59-64) -Can only choose 1 school to specialize in. Prerequisite: Wizard, 2nd ability score of 14 in school specialized (listed below), Feat can only be taken at 1st level When a wizard chooses this feat they all gain the following. • Prepare 1 additional spell of the specialized school each day • +2 to Spellcraft checks in the chosen school • Chooses 1 special ability listed for Specialist Abjurer Ability: Wisdom Resistance to Energy Aura of Protection Spontaneous Dispelling Diviner Ability: Wisdom Enhanced Awareness Prescience Enchanter Ability: Charisma Social Proficiency Extended Enchantment Illusionist Ability: Dexterity Chains of Disbelief Shadow Shaper Magician (conjurer) Ability: Constitution Elemental Ally (1/day) -Summon an elemental equal to the caster level for 1 hr/level Rapid Summoning Enhanced Summoning Spontaneous Summoning Necromancer * Caster must be evil Ability: Wisdom Skeletal Minion * Undead Apotheosis Enhanced Undead * Sorcerer (evoker) Ability: Constitution Energy Affinity Energy Substitution Overcome Resistance Transmuter Ability: Dexterity Enhance Attribute Spell Versatility |
| tarkin06-18-07, 12:01 PM | First, You don't have to say "Cannot be chosen more than once. That statement already applies to all feats unless they expressely say otherwise. Disciple of Nature Are you gaining the Domain ability only, or some kind of access to spells? Ability only seems like a worthwhile feat. Spells on top of that should require a second feat. Weapon Familiar This does not sound like it 'replaces' an intelligent weapon, instead it sounds like it is an alternative to it. Something called Item Familiar already exists, which I believe can be a weapon. I belive, but am not sure, that the chart you listed out was a level based chart. You need to SAY that. It also could be "roll a d20, add your Charisma bonus" Otherwise it looks reasonably acceptable, if you don't want to use the existing rules. School Specialization What god forsaken, half thought out reason do you have for saying Necromancy must be evil? Cripes man, I am so tired of that sterotype - it is lame and not reasonable at all. You want an EVIL school? Try Enchantment/Charm. Mind Control is far worse than raising the dead. More importantly, the abilities you choose seem to be significantly better than a feat. Make it a Prestige class, and give them one ability at 1st, another at 4rd, and the last at 9th. |
| Von_Harbringer06-18-07, 05:37 PM | For the first one, yes it's for the ability. The second, I got the idea from a combination of the Item Familiar from Unearthed Arcana and intelligent weapons. With the familiar there won't be an ego roll because the weapon is bonded to the wielder. The progression is such that it won't be over powering. The third, evil only applies for the undead minion and enhanced undead. Creating and using undead is evil in the descriptor sorry to say. Yes enchantment is nasty. I have a few characters dominated and mindbender PrC is a non-good alignment. |