| Post/Author/DateTime | Post |
|---|---|
| Aleolus08-14-07, 09:29 PM | After reading a thread where someone came up with a feat on the Sharingan from Naruto, I had to come up with one for Kagome's Sacred Arrows from InuYasha, so here goes. Arrow of the Gods Prerequisites: Point Blank Shot, Precise Shot, must be either Good or Evil aligned. Benefits: Once per day, you may focus raw, unfiltered power from your deity through a single arrow you fire. That arrow gains a +2 enhancement bonus to hit, and deals an additional 1d8 holy (if good aligned) or unholy (if evil aligned) damage. Also, all penalties suffered from firing past the first range increment are halved. Special: You may take this feat multiple times. Each time you take it, you may fire an Arrow of the Gods an additional one time per day, and you deal an extra 1d8 holy or unholy damage. You cannot fire more than one arrow enhanced by this feat per round, and firing a second on any round immediately after a round you fired one in requires a DC 20 Concentration check to accomplish. Special: A Fighter may choose this feat as a bonus feat. EDIT: OK, here's an improved version which someone gave me a different site. Divine Arrow (Archery Devotion) [Domain] The power of the gods imbues your arrow with divine might. Prerequisites: Proficiency with any type of bow, Point Blank Shot, Far Shot, Knowledge (Religion) 6 ranks, must be either Good- or Evil-aligned. Benefit: Once per day as a swift action you can call upon the power of your deity to imbue your bow with divine power until the end of your turn. If you are good-aligned, shots you make with your bow overcome damage reduction as a good weapon, and deals +1d6 points of holy damage to evil-aligned targets. If you are evil-aligned, shots you make with your bow overcome damage reduction as an evil weapon, and deals +1d6 points of unholy damage to good-aligned targets. The extra damage you inflict with this feat increases by 1d6 at 5th level, and again every 5 levels after that, to a maximum of +5d6 at 20th level. You gain a +1 sacred (or profane, if evil) bonus on attack rolls with your bow per 4 character levels when targeting enemies beyond the first range increment of your bow. Special: You can select this feat multiple times, gaining one additional daily use of this feat each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for every two daily turn or rebuke uses you expend. |
| DM Zoc08-14-07, 10:11 PM | In general, I have something against feats that beg to be taken multiple times. As is, the only way to make the most of this feat is to spend all of your feats on it. Why not increase the base damage to 2d8 holy, allow a greater feat for a total of 4d8, and limit the uses per day to your expenditure of turning attempts or ki abilities. Actually, just try this one on for size (courtesy of the XPH):Psionic Shot [Psionic] You can charge your ranged attacks with additional damage potential. Prerequisite Point Blank Shot. Benefit To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. and Greater Psionic Shot [Psionic] You can charge your ranged attacks with additional damage potential. Prerequisite Point Blank Shot, Psionic Shot, base attack bonus +5. Benefit When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points. |
| Aleolus08-14-07, 11:03 PM | How about now? Making it a Fighter Bonus feat as well, adding to it's versatility, and making it so that a human fighter can take it at third level! |
| DM Zoc08-15-07, 01:50 AM | Way, way too powerful now. A fighter could take this feat say... 15 times, reasonably. Adding 16d8 holy damage to an arrow, 15 times per day, is... not right. Basically, you turn the fighter into something halfway between a warlock and a ray-focused wizard. Don't forget you'll probably be adding 4d6 damage between the arrow and the magical bow bonuses. The fighter will be throwing out at least three of these arrows per round, at high level. There just aren't enough encounters in a day to make the limit meaningful to a high level fighter. And if you do end up taking this feat path, you end up hurting your survivability if you ever stray from it. The fighter wouldn't even take iconic fighter abilities like weapon specialization. At the very, very least, you should change it to a standard (if not a full-round) action to use the ability. |
| Aleolus08-15-07, 02:17 AM | How about now? Drop the damage back down, and specify that you can't fire more than one at a time, and firing them sequentially (one on your first turn, another your second) is very difficult. |
| Aleolus08-15-07, 04:48 AM | OK, on another forum, someone actually posted one I think works better, but has exactly the same flavor I wanted. Here it is. Divine Arrow (Archery Devotion) [Domain] The power of the gods imbues your arrow with divine might. Prerequisites: Proficiency with any type of bow, Point Blank Shot, Far Shot, Knowledge (Religion) 6 ranks, must be either Good- or Evil-aligned. Benefit: Once per day as a swift action you can call upon the power of your deity to imbue your bow with divine power until the end of your turn. If you are good-aligned, shots you make with your bow overcome damage reduction as a good weapon, and deals +1d6 points of holy damage to evil-aligned targets. If you are evil-aligned, shots you make with your bow overcome damage reduction as an evil weapon, and deals +1d6 points of unholy damage to good-aligned targets. The extra damage you inflict with this feat increases by 1d6 at 5th level, and again every 5 levels after that, to a maximum of +5d6 at 20th level. You gain a +1 sacred (or profane, if evil) bonus on attack rolls with your bow per 4 character levels when targeting enemies beyond the first range increment of your bow. Special: You can select this feat multiple times, gaining one additional daily use of this feat each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for every two daily turn or rebuke uses you expend. |
| BlackFiend08-15-07, 03:48 PM | Dream feat for a Cleric Archer? No...not really. If I am going to blow a feat as a cleric/fighter, a once or twice per day feat is probably not it. Especially with those pre-reqs. Let 'em do it with their turn attempts. I also recommend keeping it flat, and not burning up feats. Give the +2d6, and be done with it. Make it a full round action to fire it. IMO, Its just a dust collecting feat as it is right now. Cute name, nothing exciting. I know you are trying to add Divine Energy type to a single overloaded arrow. Honestly, its just flavor, imo. Your feat is better than many shot (except for the once per day gig), but does almost as much damage. It needs just reconsidering. MANYSHOT [GENERAL] Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats. A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor. |
| Aleolus08-15-07, 08:28 PM | Dropped down the cost of turn attempts to reuse the feat. Dropped it from four to one. And what I was trying to do was mostly flavor, yes. What I had in mind was an archer firing one bow dealing massive damage, wreathed in divine energy, disintegrating plants and the like between the archer and the target. |
| balard08-16-07, 08:48 AM | Way, way too powerful now. A fighter could take this feat say... 15 times, reasonably. Adding 16d8 holy damage to an arrow, 15 times per day, is... not right. Basically, you turn the fighter into something halfway between a warlock and a ray-focused wizard. Don't forget you'll probably be adding 4d6 damage between the arrow and the magical bow bonuses. The fighter will be throwing out at least three of these arrows per round, at high level. There just aren't enough encounters in a day to make the limit meaningful to a high level fighter. And if you do end up taking this feat path, you end up hurting your survivability if you ever stray from it. The fighter wouldn't even take iconic fighter abilities like weapon specialization. At the very, very least, you should change it to a standard (if not a full-round) action to use the ability. How can this be powerful? cna you see the level of damage output a wizards of the same level and the general utility he can provide? +16d6 of holy damage 15 times per day as the ONLY thing the guy can do is ok. Even more as just once per round. I would allow this for a pious fighter. |
| Mindolin08-16-07, 09:05 AM | Looks a little iffy on balance, but I've never been good at determining that. I always thought that what Kikyo and Kagome did was more of a ranged smite evil. |