Warior, expert and spelcaster expanded list of feats [Archive] - Wizards Community

Post/Author/DateTimePost
Omega the Powerfull

08-13-05, 04:35 PM
In unearthed arcana, when it says about generic classes - the warior, the expert and the spellcaster, the list of feat avaliable to those classes are very restricted. For example, if the warior reached 20th level he would have all the special feats avaliable.

So I tried to transfer to this system all the the classes special abilities and make them avaliable for the classes. Some of them I've cut out like the monk's diamond body.

Give me your opinion about it, and any possible changes in the prerequisites.
:dancin:
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1. Rage – As the barbarian rage – gain 1 rage / day plus one additional use every four levels. At 14th level you additionally gain Indomitable will. Prerequisite: Base Fortitude save +2.

2. Greater Rage – As the barbarian greater rage. Prerequisite: Base Fortitude save +7, rage

3. Mighty Rage – As the Barbarian Mighty Rage. Prequisite: Base Fortitude save +12, greater rage.

4. Tireless Rage – You are no longer fatigued after rage, as the barbarian Tireless rage. Prerequisite: Base Fort save +10

5. Damage Reduction – You gain DR + 2 / -. You can take this feat multiples times it’s effects stack. Prerequisite: Base Fortitude save +5.

6. Improved Damage Reduction – You gain DR + 3 / -. You can take this feat multiples times it’s effects stack. Prerequisite: Base fortitude save +8, Damage reduction.

7. Inspire Courage – You gain the ability to inspire your allies as the bardic music ability of the same name. Initially the bonus is +1 but every five level it increases +1. Additionally you gain the ability of counter song and fascinate. Prerequisites: perform 4 ranks.

8. Inspire greatness and heroics – As the bardic music abilities of the same name. You gain both, but you still can sing only once at a time. Prerequisite: Perform 12 ranks, inspire courage

9. Songs of enchantments – you gain the following bardic music abilities: suggestion, song of freedom. Additionally if you have 21 or more ranks in perform you can use mass suggestion. Prerequisites: perform 9 ranks, inspire courage.

10. Wild shape – as the druid ability of the same name. Gain 1 wild shape / day plus one every four level. Prerequisites: wild empathy, knowledge nature 4 ranks.

11. Wild shape Large and Tiny – you can wild shape into Large and Tiny creatures. Prerequisite: wild shape, knowledge nature 9 ranks.

12. Wild Shape Plant – you can wild shape into a plant. Prerequisites: wild shape Knowledge nature 15 ranks

13. Wild Shape Huge - You can wild shape into huge creatures. This ability applies to elemental wild shape. Prerequisite: Wild Shape Large and tiny, knowledge nature 18 ranks.


14. Wild Shape Elemental – as the druid ability of the same name. Gain 3 elemental wild shape / day. Prerequisite: Wild Shape. Knowledge nature 19 ranks.

15. Woodland stride and trackless step – As the druidic abilities of the same name. Prerequisite: Survival 6 ranks.

16. Poison Immunity – you are immune to all kind of poisons. Prerequisites Base Fortitude save +6, greater fortitude.

17. Animal Companion – As the druidic ability with the same name. Prerequsites: Wild empathy

18. Spontaneous casting – You must choose between convert your spells into healing spells of the same level (if you have good alignment), inflict spells of the same level (if you have evil alignment), or summon ally spell ( if you have neutral alignment, i.e. NG, NE, CN, N, LN). You can pick this feat more than once, one for casting healing / inflict spells and another to cast summon ally. Prerequisites: casting divine spells.

19. Greater speed – when you are wearing light or no armor you speed increases by 30ft. You can take this feat multiple times, it’s effects stack. Prerequisites: None, but this ability don’t work if you are using armor heavier than light.

20. Flurry of blows – as the monk’s ability of the same name. Prerequisites: Improved Unarmed Strike.

21. Greater flurry – as the monk’s ability of the same name. Prerequisites: Improved unarmed strike, flurry of blows.

22. Quivering Palm – as the monk’s ability of the same name. Prerequisites: Improved unarmed strike, stunning fist, greater flurry, wisdom 15, Concentration 18 ranks.

23. Wholeness of body – as the monk’s ability of the same name. Prerequisites: concentration 10 ranks.

24. Soft Fall – you reduce 30 ft from your fall when calculating the damage. You can take this feat multiples times its effects stack. Prerequisites: Base reflex save +4.

25. Improved soft fall – you reduce 60 ft from your fall when calculating the damage. Prerequisite: Base reflex save +10, soft fall

26. Greater soft fall – as soft fall any distance. Prerequisites: Base reflex save +12, improved soft fall.

27. Ki strike – as the monk’s ability of the same name. Every time you choose this feat you design a tipe of damage reductions your unarmed strike overpass. For example: lawful, magic, evil. Prerequisites: Improved unarmed strike, flurry of blows.

28. Swift Tracker – as the ranger’s ability of the same name. Prerequisites: track, survival 11 ranks.

29. Camouflage – as the ranger’s ability of the same name, but it you have to choose between an urban terrain, or natural terrain. Prerequisites: Hide 16 ranks, move silently 16 ranks.

30. Hide in plain sight – when you are in the terrain you have chosen for your camouflage you can hide even while being observed. Prerequisites: Camouflage, hide 20 ranks, move silently 20 ranks.

31. Crippling strike – as the rogue’s ability. Prerequisites: Sneak attack +5D6

32. Opportunist – as the rogue ability. Prerequisites: Sneak attack +5d6, base reflex save +7.

33. Slippery mind – as the rogue’s ability. Prerequisites: evasion, base reflex save +7

34. Defensive roll –as the rogue’s ability. Prerqusites: evasion, base reflex save +7.
:dancin:
Xeviat-DM

08-13-05, 04:58 PM
I think you're giving too much for each feat, especially as far as DR is concerned. Make those DR feats selectable only once, otherwise a player could spend almost all of their feats on DR and be impenitrable to non-magical attacks (and then they'd just take magic resistance to further immunize themselves).
Lina_Inverse

08-13-05, 05:10 PM
man rage/1 day is awesome.but i get the entire rage thing in one feat?
EACH rage should be a feat.try to make it so you can get each class as feat trees.
Xeviat-DM

08-13-05, 05:29 PM
man rage/1 day is awesome.but i get the entire rage thing in one feat?
EACH rage should be a feat.try to make it so you can get each class as feat trees.

I'd be fine with rage (1/day), greater rage, tireless rage, and mighty rage being separate feats, but having an "Extra rage" feat grant an additional 2/day. Or, each of the rage feats could add one use per day, that way they would scale dependent on the character's devotion to them.
Omega the Powerfull

08-13-05, 06:27 PM
I'd be fine with rage (1/day), greater rage, tireless rage, and mighty rage being separate feats, but having an "Extra rage" feat grant an additional 2/day. Or, each of the rage feats could add one use per day, that way they would scale dependent on the character's devotion to them.

Nice Idea, each of the rage feats grant +1 rage / day, and maybe an extra rage feat gives anadditional 2 / day, for thsoe barbarians frenzied for blood.

And the damage reduction feat can't be taken multiple times, the same way as the sneak attack of the rogue is presented in the book.

Anything else? what u guys think about the wild shape ability? :plotting: maybe it's system could be similar to the rage.
Xeviat-DM

08-14-05, 01:23 AM
Anything else? what u guys think about the wild shape ability? :plotting: maybe it's system could be similar to the rage.

Wildshape definately requires caster levels, and possibly even knowledge of the alter self spell. Make a feat for each size group and type (for plants), and have each of these feats increase your daily uses.
caeruleus

08-14-05, 03:53 AM
In unearthed arcana, when it says about generic classes - the warior, the expert and the spellcaster, the list of feat avaliable to those classes are very restricted. For example, if the warior reached 20th level he would have all the special feats avaliable.

The listed class abilities are not the only feats available. The generic classes can choose any feat as a bonus feat.
Dotac

08-16-05, 01:38 AM
Rather than using bard abilities as feats, you may look into using the prestige bard/paladin/ i think ranger option from earlier in the chapter. i think those fit the bill nicely
caeruleus

08-16-05, 03:24 AM
Rather than using bard abilities as feats, you may look into using the prestige bard/paladin/ i think ranger option from earlier in the chapter. i think those fit the bill nicely

I've thought about combining those prestige classes with the generic classes. You can get some pretty interesting results that way... like paladins in full armor casting fireballs.
Omega the Powerfull

08-16-05, 09:50 PM
Rather than using bard abilities as feats, you may look into using the prestige bard/paladin/ i think ranger option from earlier in the chapter. i think those fit the bill nicely

Yeah, good idea!
No one in my group give a damn about bards anyway!

But in the uneathed arcana they describe the smite evil - that is an exclusive power of the paladin!
Omega the Powerfull

08-16-05, 11:15 PM
I changed the swashbucklers ability to feats, tell me what u think.

37. Grace – as the swashbuckler ability. Initially you gain +1, this bonus increases to +2 when you have 14 ranks in tumble and +3 ranks 23 in tumble. Prerequisites: Tumble 5 ranks.

38. Insightful strike – as the swashbuckler ability. Prerequisites: weapon finesse, base reflex +1.

39. Acrobatic charge – as the swashbuckler ability. Prerequisites: tumble 10 ranks, jump 10 ranks..

40. Improved flanking – when you flank an opponent you get a +4 bonus in these attacks, instead of +2. Prerequisites: Base attack bonus +8, uncanny dodge.

41. Lucky – as the swashbuckler lucky. Prerequisites: grace, tumble 14 ranks.

42. Weakening critical. – As the swashbuckler ability. Prerequisites: BAB +14, improved critical.

43. Wounding critical - As the swashbuckler ability. Prerequisites: weakening critical, BAB +19.

44. Improved dodge – you gain +2 on your AC to your dodge bonus. Prerequisites: dodge. Base reflex save +1.
Omega the Powerfull

08-17-05, 09:30 PM
You opinion is important!!
:bounce: