Toughness (Another Variant) [Archive] - Wizards Community

Post/Author/DateTimePost
Imsolost

02-26-07, 04:39 AM
Well I was thinking about ways to make toughness better when it thought:

Toughness
Benefit: You gain bonus hit points equal to three plus your base fort save modifier. If your base fort save modifier increases the bonus hit points from this feat increase as well.
Synergy: (All bonuses stack) +2 hit points from athletic, endurance, diehard, great fortitude and improved toughness.

then...I thought, why not let other feats have synergy.

Great fortitude
Synergy: +1 bonus to fort saves from endurance, diehard, toughness, improved toughness

Endurance
Synergy: +1 bonus to the fort saves and con checks mentioned in endurance from toughness, diehard, great fortitude, and improved toughness.

Lightning Reflexes
Synergy: +1 to reflex saves from dodge, improved initiative, combat reflexes, agile and quick draw.

Dodge
Synergy: One additional target for your dodge feat from, lightning reflexes, combat reflexes, improved initiative, agile.

Iron Will
Synergy: +1 to will saves from, diehard and skill focus (concentration).

Weapon Focus
Synergy: +1 to damage from weapon specialization, greater weapon focus, and greater weapon specialization.

Weapon Specialization
Synergy: +1 to hit from weapon focus, greater weapon focus, and greater weapon specialization.

Blindfight
Synergy: If you have the alertness feat and a base attack bonus +3 or higher you gain the uncanny dodge ability. (this one doesn't really count)

Weapon Finesse or Precise Shot
Synergy: you use your dex mod for damage with light and ranged weapons based on the feat you chose (Finesse for light and Precise for range). You may only use one point of your ability modifier per synergy feat you possess and the feats you possess must be relavent to the weapon you are using. Weapon focus, weapon specialization, combat expertise (melee only), nimble fingers (melee only), melee weapon mastery (melee only), improved feaint (melee only), agile, greater weapon focus, greater weapon specialization, improved critical, manyshot (ranged only), point blank shot (ranged only) ranged weapon mastery (ranged only), and far shot (ranged only).
nastynate

02-26-07, 08:35 AM
Well I was thinking about ways to make toughness better when it thought:

Toughness
Benefit: You gain bonus hit points equal to three plus your base fort save modifier. If your base fort save modifier increases the bonus hit points from this feat increase as well.
Synergy: (All bonuses stack) +2 hit points from athletic, endurance, diehard, great fortitude and improved toughness.

then...I thought, why not let other feats have synergy.

Great fortitude
Synergy: +1 bonus to fort saves from endurance, diehard, toughness, improved toughness

Endurance
Synergy: +1 bonus to the fort saves and con checks mentioned in endurance from toughness, diehard, great fortitude, and improved toughness.

Lightning Reflexes
Synergy: +1 to reflex saves from dodge, improved initiative, combat reflexes, agile and quick draw.

Dodge
Synergy: One additional target for your dodge feat from, lightning reflexes, combat reflexes, improved initiative, agile.

Iron Will
Synergy: +1 to will saves from, diehard and skill focus (concentration).

Weapon Focus
Synergy: +1 to damage from weapon specialization, greater weapon focus, and greater weapon specialization.

Weapon Specialization
Synergy: +1 to hit from weapon focus, greater weapon focus, and greater weapon specialization.

Blindfight
Synergy: If you have the alertness feat and a base attack bonus +3 or higher you gain the uncanny dodge ability. (this one doesn't really count)

Weapon Finesse or Precise Shot
Synergy: you use your dex mod for damage with light and ranged weapons based on the feat you chose (Finesse for light and Precise for range). You may only use one point of your ability modifier per synergy feat you possess and the feats you possess must be relavent to the weapon you are using. Weapon focus, weapon specialization, combat expertise (melee only), nimble fingers (melee only), melee weapon mastery (melee only), improved feaint (melee only), agile, greater weapon focus, greater weapon specialization, improved critical, manyshot (ranged only), point blank shot (ranged only) ranged weapon mastery (ranged only), and far shot (ranged only).


While these are interesting variants, and I agree that there are some feats out there that just not worth the feat slots, I don't really find variants necessary at all. Why bother to make toughness and its ilk worthwhile?

There are plenty of feats that are worth taking, so it seems like a waste of time to try to make the crummy ones better. Out of the 1000+ feats we do have, there are more than enough good and interesting choices, synergistic combinations, and trees to make excellent characters with. Once you have identified the worthless ones (those you will not be taking), your work is essentially done.

Finding ways to improve key mechanics (like fighter variants) I can understand, but boosting non-essential mechanics seems like way to much effort with little in the way of reward. I applaud your efforts, but I question the mileage you'll get out of them.

-Peace-