Special Abilites as Feats [Archive] - Wizards Community

Post/Author/DateTimePost
Jarric

05-29-05, 03:45 PM
I had an idea of creating a completely customizable Character Class. My idea is taking the special abilites from any PC, NPC or Prc Class and making them feats. Then take a class like the fighter, remove the fact that all his bonus feats must be fighter feats and let them go wild. Of course, each feat would still have it's prereq's and all the SA made feats would have to have approiate prereq's. Think of the possiblilites.... A character with the smite evil or the Paladin, coupled with the Favored Enemy of the ranger and the damage reduction of the Barbarian. Of course, you need a balancing factor such as a reduced Hit Die (I was thinking a d4 or d6) and maybe a lowering of BAB or F/R/W saves.

I was wondering if this seemed like a good diea to try and what would be the most appropriate balancing factors to use.
Endarire

05-29-05, 04:53 PM
See Crave's Uber Generics (http://boards1.wizards.com/showthread.php?t=282481&page=1&pp=50) and Haldrik's Paragons (http://boards1.wizards.com/showthread.php?t=205053&page=1&pp=50).

-EE
Part-Human2

05-29-05, 09:58 PM
Um, have you read Unearthed Arcana? It has Generic Classes that does this and has alternative class abilities as well (such as Fighters with Sneak Attack, Wizards with Animal Companions, Druids with Rage, etc.)

If you make class abilities into feats, it devalues the class, makes things complicated, and is easier to abuse by players.
weasel fierce

05-30-05, 02:26 AM
The generic classes work well for that. Also check out Blue Rose, which uses a similar system, but taken a bit further
EscapePlan

05-30-05, 02:18 PM
restricting the feats usage to a fixed number per day could balance them, e.g. DR 5/- 1/day and let the Player choose wether to apply the DR or not
the usage per day could stack with each other:
Smite Evil
Grants the Charcter the Smite Evil Special Ability 1/day
Special: This feat may be taken multiple times, it' effects stack (up to a maximum of 5/y
or
again for DR making it depend on the charcter's current hit points could help to balance the game:
Hard to Kill:
if a character's HP drop to 10% of it's maximum the character is granted DR +5/as existing DR