New Feat Balancing help [Archive] - Wizards Community

Post/Author/DateTimePost
Pezz

11-16-07, 12:33 AM
I have a new line of feats that i want to use in a custom world i am working on, but i would like some balancing advice from people who know better than me.

so, here goes.

Elemental Attunement [General]

Prerequisites: Non-D'Lethan (new race unique to this campaign world)
Benefit: +2 to Survival Check in Nature.
Special: Can only be taken at 1st level.
note I think i may change this one later, to be more in line with the rest of the feats.



Fire Attunement [Attunement]

Prerequisites: Elemental Attunement
Benefit: Energy Resist 5 vs Fire;
2/day: Create or Extinguish a non-Magical fire with a maximum size of 1 sq ft/level.
Special: Character's Hair gains a noticeable red sheen.

Improved Fire Attunement [Attunement]

Prerequisites: Fire Attunement, Character Level 6
Benefit: Energy Resist vs Fire improves by +5;
2/day: Cast Produce Flame as a Su ability.
Special: Character's body is hot to the touch, and will steam when wet.

Greater Fire Attunement [Attunement]

Prerequisites: Improved Fire Attunement, Character level 12
Benefit: Energy Resist vs Fire improves by +5;
1/day: Cast Disintegrate as a Su ability;
At Will: Create or Extinguish a non-Magical fire with a maximum size of 1 sq ft/level.
Special: Character's Hair color is replaced by a Reddish Orange, like that of a Fire.





Air Attunement [Attunement]

Prerequisites: Elemental Attunement
Benefit: Energy Resist 5 vs Electricity;
2/day: Base Land speed increases by 10ft for 1 round/level.
Special: <physical effect still needed>

Improved Air Attunement [Attunement]

Prerequisites: Air Attunement, Character Level 6
Benefit:Energy Resist vs Electricity improves by +5;
2/day: Breathe in an Airless environment for up to 1 min/level.
Special: Character's body weight is reduced to 3/4 original weight. Appearance becomes long and thin.

Greater Air Attunement [Attunement]

Prerequisites: Improved Air Attunement, Character Level 12
Benefit: Energy Resist vs Electricity improves by +5;
2/day: Cast Fly as a Su Ability
Base Land speed increases by 10ft, this ability stacks with Air Attunement.
Special: Character's Hair turns White at the temples





Earth Attunement [Attunement]

Prerequisites: Elemental Attunement
Benefit: Energy Resist 5 vs Acid;
2/day: ignore terrain-based movement penalties for 1 round/level.
Special: Skin becomes tough and Leathery, taking on a dirt-like coloring.

Improved Earth Attunement [Attunement]

Prerequisites: Earth Attunement, Character Level 6
Benefit: Energy Resist vs Acid improves by +5;
2/day: Stoneform: The character's skin turns into living stone, taking on the properties of rock. this causes the character's weight to double. This gives the character a natural armor increase of 2, DR 5/magic and Light Fortification. Lasts for 1 round/level.
Special: <physical effect needed>

Greater Earth Attunement [Attunement]

Prerequisites: Improved Air Attunement, Character Level 12
Benefit: Energy Resist vs Acid improves by +5;
1/day: Cast either Wall of Stone, Move Earth, or Fabricate as a Su Ability.
Character Ignores terrain-based movement penalties.
Special: Character's Voice becomes deep and gravelly.



Still working on Water Attunement. I can't figure out what to give it that doesnt
a) make it underpowered.
b) make it too similar to a mix of the other feat lines.

So, anyone have any feedback and suggestions for balancing and improving these feats?
Pezz

11-18-07, 12:49 AM
17 looks and no replies
is this not the right forum for this? if so, please direct me to the correct place, because the only other place that i saw that might fit is the campaign workshop forum, and they only want worlds that they can help the flavor of, not specifics and mechanics of the world such as this.
Krusk

11-18-07, 03:04 PM
water attunement can give the ability to breath underwater. either X rounds/min per day or indefinatly.

For Improved Earth Attunement, unless this is a 3.0 game, you are a little off on how DR works.

in 3.5 it is now DR/magic and any magic item is needed to penetrate it. This replaces dr/+1 dr/+2 ect. Something to note.
Sinfire Titan

11-18-07, 05:01 PM
I have a new line of feats that i want to use in a custom world i am working on, but i would like some balancing advice from people who know better than me.

so, here goes.

Elemental Attunement [General]

Prerequisites: Non-D'Lethan (new race unique to this campaign world)
Benefit: +2 to Survival Check in Nature.
Special: Can only be taken at 1st level.
note I think i may change this one later, to be more in line with the rest of the feats.



Fire Attunement [Attunement]

Prerequisites: Elemental Attunement
Benefit: Energy Resist 5 vs Fire;
2/day: Create or Extinguish a non-Magical fire with a maximum size of 1 sq ft/level.
Special: Character's Hair gains a noticeable red sheen.

Improved Fire Attunement [Attunement]

Prerequisites: Fire Attunement, Character Level 6
Benefit: Energy Resist vs Fire improves by +5;
2/day: Cast Produce Flame as a Su ability.
Special: Character's body is hot to the touch, and will steam when wet.

Greater Fire Attunement [Attunement]

Prerequisites: Improved Fire Attunement, Character level 12
Benefit: Energy Resist vs Fire improves by +5;
1/day: Cast Disintegrate as a Su ability;
At Will: Create or Extinguish a non-Magical fire with a maximum size of 1 sq ft/level.
Special: Character's Hair color is replaced by a Reddish Orange, like that of a Fire.





Air Attunement [Attunement]

Prerequisites: Elemental Attunement
Benefit: Energy Resist 5 vs Electricity;
Energy Resist 5 vs Sonic;
2/day: Base Land speed increases by 10ft for 1 round/level.
Special: <physical effect still needed>

Improved Air Attunement [Attunement]

Prerequisites: Air Attunement, Character Level 6
Benefit: Energy Resist vs Electricity improves by +5;
Energy Resist vs Sonic improves by +5;
2/day: Breathe in an Airless environment for up to 1 min/level.
Special: Character's body weight is reduced to 3/4 original weight. Appearance becomes long and thin.

Greater Air Attunement [Attunement]

Prerequisites: Improved Air Attunement, Character Level 12
Benefit: Energy Resist vs Electricity improves by +5;
Energy Resist vs Sonic improves by +5;
2/day: Cast Fly as a Su Ability
Base Land speed increases by 10ft, this ability stacks with Air Attunement.
Special: Character's Hair turns White at the temples





Earth Attunement [Attunement]

Prerequisites: Elemental Attunement
Benefit: Energy Resist 5 vs Acid;
2/day: ignore terrain-based movement penalties for 1 round/level.
Special: Skin becomes tough and Leathery, taking on a dirt-like coloring.

Improved Earth Attunement [Attunement]

Prerequisites: Earth Attunement, Character Level 6
Benefit: Energy Resist vs Acid improves by +5;
2/day: Stoneform: The character's skin turns into living stone, taking on the properties of rock. this causes the character's weight to double. This gives the character a natural armor increase of 2, DR 5/+1 and Light Fortification. Lasts for 1 rounds/level. Every 5 levels the bonus to overcome DR increases by 1 (1-5 /+1, 6-10 /+2).
Special: <physical effect needed>

Greater Earth Attunement [Attunement]

Prerequisites: Improved Air Attunement, Character Level 12
Benefit: Energy Resist vs Acid improves by +5;
1/day: Cast either Wall of Stone, Move Earth, or Fabricate as a Su Ability.
Character Ignores terrain-based movement penalties.
Special: Character's Voice becomes deep and gravelly.



Still working on Water Attunement. I can't figure out what to give it that doesnt
a) make it underpowered.
b) make it too similar to a mix of the other feat lines.

So, anyone have any feedback and suggestions for balancing and improving these feats?

Water Attunment sould give energy resistance 5 for cold. BTW, Air Attunement is a bit too strong. Drop the Sonic Resistance. Electricity is more appropriate for air.
Pezz

11-18-07, 08:53 PM
water attunement can give the ability to breath underwater. either X rounds/min per day or indefinatly.

For Improved Earth Attunement, unless this is a 3.0 game, you are a little off on how DR works.

in 3.5 it is now DR/magic and any magic item is needed to penetrate it. This replaces dr/+1 dr/+2 ect. Something to note.


I think i might go with indefinitely, to keep it more on par with air's ability to breathe in any airless environment.
and thanks for the DR note. It doesn't specify that in the DMG (it does in the MM though now that i looked there) so my original DM kept it like 3.0, and we've used that method ever since.


Water Attunment sould give energy resistance 5 for cold. BTW, Air Attunement is a bit too strong. Drop the Sonic Resistance. Electricity is more appropriate for air.

hmmm, what if it ends with 10 elec res, 5 sonic res instead of 15, 15?
it seems to me that sound waves would be as much a part of air as electricity would, if not more.

and yeah, cold was the planned resistance for water. i just need to figure out what kind of abilities to give it.
im thinking one level could be to create a wellspring of fresh water for x minutes, at a size determined by level.
so, indefinite underwater breathing
fresh water spring
<one more>
i just need a third one to finish it up.

thanks for the feedback guys.

edited first post to reflect feedback changes.
tenguroEd

11-18-07, 10:15 PM
well for water attunement give them a swim speed equal to they're based land speed.
Sinfire Titan

11-18-07, 10:29 PM
hmmm, what if it ends with 10 elec res, 5 sonic res instead of 15, 15?
it seems to me that sound waves would be as much a part of air as electricity would, if not more.

and yeah, cold was the planned resistance for water. i just need to figure out what kind of abilities to give it.
im thinking one level could be to create a wellspring of fresh water for x minutes, at a size determined by level.
so, indefinite underwater breathing
fresh water spring
<one more>
i just need a third one to finish it up.

thanks for the feedback guys.

edited first post to reflect feedback changes.

Each of the elements is associated with an energy type. Fire to EPoF, Cold to EPoW/A, Acid to EPoE, and Electricity to EPoA. You get that theme from looking at the energy immunities in the MM. Why acid is for the Plane of Earth is beyond me, as they aren't immune to it. Same with sonic though. Where two or more of the planes are connected by their energies overlapping is where another type of elemental is created. Fire and Air connect to make Storm elementals. Air and Water connect to make Chraals (MM3). Earth and Fire make Magma Hurlers (MH). They have yet to make a pure sonic elemental, as sound does not occur without some kind of chemical change, while the other energy types do.
Pezz

11-18-07, 10:49 PM
you make good points. ok, going with electricity only for air.

well for water attunement give them a swim speed equal to they're based land speed.
that seems like something that should be put WITH the water breathing rather than a separate feat. It seems like it would be a waste of a feat slot if that was all it gave (other than the +5 res vs cold)