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| Nadaka04-07-07, 07:58 PM | Legendary Ancestry [Regional] Prereq: Human blood, descendant of the 6 noble houses. A person with legendary ancestory has the blood of a noble house running through his or her veins. While you may lack in the flexibility afforded by common birth, you make up for it with a preternatural focus and abilities that set you apart from the average lay-person. Benifits: You gain a +2 to an ability score, +2 to reputation and a 300gp equipment allowance. Drawbacks: In addition to the feat cost, you also earn 1 fewer skill point per level (4 fewer at first level), you suffer roleplaying penalties when dealing with enemies of your house, and your selection of favored class is limited. Special: Must be taken at first level. Sora House: Descended from the legendary warrior Sora, you are among a proud line of warriors who value strength above all else. Benifits: +2 strength, + 2 reputation, equipment allowance (weapons of any kind) Favored class: barbarian, fighter Mara House: Descended from the legendary adventurer Mara, you are among a proud line of adventururs who value dexterity above all else. Benifits: +2 dexterity, +2 reputation, equipment allowance (adventuring gear, ranged weapons, tools and skill kits) Favored class: ranger, rogue Ged House: Descended from the legendary holy warrior Ged, you are among a proud line of holy warriors who value constitution above all else. Benifits: +2 constitution, +2 reputation, equipment allowance (armor, mounts and related gear) Favored class: cleric, paladin Sinobius House: Descended from the legendary mage Sinobius, you are among a proud line of mages who value intellect above all else. Benifits: +2 intelligence, + 2 reputation, equipment allowance (Wizard/Archivist scrolls) Favored class: Wizard, Archivist Starfall House: Descended from the legendary X starfall, you are among a proud line of X who value wisdom above all else. Benifits: +2 wisdom, +2 reputation, equipment allowance (Adventuring gear, Special substances, Druid scrolls) Favored class: monk, druid Alois House: Descended from the legendary mage Alois, you are among a proud line of mages who value charisma above all else. Benifits: +2 charisma, +2 reputation, equipment allowance (misc magic items) Favored class: Sorcerer, Bard Notes: *These feats are essentially human only racial templates. The player essentially gives up all his flexible human racial qualities in exchange for a +2 to an ability score and a few other minor qualities. *For the starfall house, what would be a good term that would encompass both monks and druids. *How do these compare for balance? Any suggestions on adjustments? *Should I allow this feat to be taken twice? From a certain perspective it makes a great deal of sense, in that these noble houses do occasionally inter-marry. How should I stack the reputation and equipment allowance if I do so? Would the +2 to two ability scores be balanced by having no starting feats, a -2 skill points per level and twice the number of family enemies? Or perhaps the genetic qualities of the diluted blood lines should cancel each other out, leaving only the reputation, equipment and enemies? Tactical Movement [general, fighter bonus] Prereq: Run, BAB 1, knowledge tactics 2 ranks Benifit: as a full round action, you may reserve up to your movement rate in moves to make outside of your turn. You may use this movement at any time before your next turn, and you may even split its use into multiple parts. Special: reserving movement does not provoke an AoO, however using it does. Improved Tactical Movement [general, fighter bonus] Prereq: Run, Tactical Movement, BAB +2, knowledge tactics 4 ranks Benifit: As Tactical Movement, except it costs a standard action instead of a full round action. Special: reserving movement does not provoke an AoO, however using it does. If you can perform multiple standard actions in a round, you can reserve multiple times. Greater Tactical Movement [general, fighter bonus] Prereq: Run, Tactical Movement, Improved Tactical Movement, BAB +4, knowledge tactics 6 ranks Benifit: As Tactical Movement, except it costs a move action instead of a full round action. Special: reserving movement does not provoke an AoO, however using it does. If you can perform multiple move actions in a round, you can reserve multiple times. Notes: *These feats are intended to allow a dedicated melee defender to actively assist his allies and hinder his enemies. For instance he could place himself between a ranged attacker and an ally to provide a cover bonus to his friend (and possibly taking the hit himself). He can move to intercept a charger to protect his fragile mage ally from being run through. He could even use this defensively to move out of the reach of an enemy moving towards him. Etc. *This is supposed to be a strong feat chain that gives defensive melee style characters a way of actively participating in party defence. *Note that knowledge tactics should be a fighter class skill, otherwise prerequisites should be changed. Interception [general, fighter bonus] Prereq: Iron Will, BAB 2, knowledge tactics 4 ranks Benifit: Once per round, you may designate a single ally for interception. If the designated ally is within 5ft of you, you may choose to "take one for the team" and redirect the attack towards you. You may redirect a number of attacks equal to 2 + your dex modifier per round. Improved Interception [general, fighter bonus] Prereq: Iron Will, Interception, BAB 4, knowledge tactics 8 ranks Benifit: As Interception, except that you may designate two allies for interception and you may choose to intercept a number of attacks equal to 4 + your dex modifier per round. Greater Interception [general, fighter bonus] Prereq: Iron Will, Interception, Improved Interception, BAB 8, knowledge tactics 12 ranks Benifit: As Improved Interception, except that you may designate 3 allies for interception and you may choose to intercept a number of attacks equal to the greater of 4 + dex modifier or your BAB per round. Notes: *Again a feat chain intended for the defensive melee types. This time it provides a major defensive boost, but at a major cost to the player using it. *This is supposed to be a strong feat chain that gives defensive melee style characters a means of protecting his allies from targeted attacks. *yes, this allows a defensive melee character to become a virtual brick wall between his enemies and his allies. *is this balanced? I think so, it gives the tough guys the ability to actually do their job while without similar abilities they are bypassed in favor of taking out the big guns (mages) first. Though there is the cost that every attack may still hit them. * I might consider giving the user of this feat a penalty to his defence while using this ability if someone argues the balance well. *Note that knowledge tactics should be a fighter class skill, otherwise prerequisites should be changed. Thoughts, comments, suggestions, flames, accolades? |
| Nadaka04-10-07, 04:40 PM | 23 views and no one bothers to say I suck? or that I am a munchkin? :bump: |
| Nadaka05-05-07, 11:30 AM | :bump: |