Kouk's Heroic Homebrew 4e Feats

Post/Author/DateTimePost
#1

kouk

Jun 07, 2008 1:18:45
Kouk's Homebrew Feat compendium

The game is still new, but I have already thought of some feats. In my opinion, they are fairly balanced, but please point out anything that seems off.

Not all feats will be balanced for all games -- make sure to evaluate each one with your DM to decide whether it suits your campaign.

I will add more periodically.

Contrary to the title, these will not be limited to just Heroic tier -- though the bulk of them probably will be.

Divided by type of feat.

#2

stvesa

Jun 07, 2008 5:47:46
I like 'em except for Soothing Words. Cleric gets enough healing bonuses as it is.
I would also make Inspiring Orator a Paragon Tier feat, make it require Motivational Speaker and then allow it to increase Inspiring Word's healing an amount equal to the Charisma Modifier.
That's just my humble suggestion though. ^_^
#3

kouk

Jun 07, 2008 20:19:05
I like 'em except for Soothing Words. Cleric gets enough healing bonuses as it is.
I would also make Inspiring Orator a Paragon Tier feat, make it require Motivational Speaker and then allow it to increase Inspiring Word's healing an amount equal to the Charisma Modifier.
That's just my humble suggestion though. ^_^

I know Clerics get lots of healing boosts, but there isn't really much in the way of feats for a player who wants to go beyond the default amount of healing. 1 point seemed like too little in the scheme of the Cleric's career to me.

Similarly, there is not much for a Warlord who wants to push more healing and leader-ing, there are mostly feats for direct combat available currently. Warlords are already a bit weaker in the healing department than Clerics so I figured allowing a +2 at Heroic could let them help their party survive longer if the Warlord was the only healer.

I didn't want to base either off of Charisma, because both classes seem to get powers which use their charisma mod for healing in some way. Also, you could easily push your Charisma very high anyway, so it may make the feats more powerful than I wanted to.

I also thought about a scaled amount of healing, like 1 point at heroic, 2 at paragon etc., but it seemed like a bit of a hassle and I don't want to make a feat someone may feel like retraining to or from just when they change tiers.
#4

kouk

Jun 08, 2008 11:06:58
Added more paragon tier Divinity feats.
#5

kouk

Jun 10, 2008 13:52:23
Added two paragon tier Divinity feats, and 3 Rogue feats.
#6

Dionon

Jun 15, 2008 0:49:36
Awww.. no Warlock feats? Disappointing my friend, disappointing


Just kidding, while I would have liked to see Warlock feats, the ones you have made are full of the proverbial win.
#7

kouk

Jun 16, 2008 20:33:22
Awww.. no Warlock feats? Disappointing my friend, disappointing

Thanks heh. Here are a couple of Warlock feats, but I haven't had much chance to observe Warlocks in play yet. Also, one general feat and one Dragonborn feat.
#8

ciscolii

Jun 17, 2008 5:01:15
Shouldn't Dodge add it's bonus to your Reflex Defense? It makes more sense that way. Or have it add the bonus to both AC and Reflex, like Shields do.
AC is pure armour and a bit dodging where Reflex is pure dodging.
#9

kouk

Jun 18, 2008 23:22:14
Shouldn't Dodge add it's bonus to your Reflex Defense? It makes more sense that way. Or have it add the bonus to both AC and Reflex, like Shields do.
AC is pure armour and a bit dodging where Reflex is pure dodging.

I know, Reflex also would make more sense -- however, I was concerned that might make it too attractive a feat.

After considering further, I think allowing the Reflex as well probably isn't that big of a problem (still feat bonus). Lightning Reflexes still has appeal because it is a higher bonus, and there are no requirements. Armor specialization still has appeal because it is mostly for heavier armors. Hide armor specialization has very slight appeal, but it would still reduce your armor check penalty and you may not have the Dex requirement. And the Dodge still has that other condition.
So, yes, I have made the change now. I am still open to suggestions about balance concerns from anyone though.
#10

ciscolii

Jun 19, 2008 6:50:24
What does the becoming stable in the Hearty Soul mean. As I understand being stable is scraped in 4e. On a 20 you must use a healing surge and on a 10 or below you come closer to death. Roll <10 three times and your dead. But there is nothing about being stable. If you mean you don't have to make any death saves then the feat could use some rewording to make that clear.
#11

kouk

Jun 19, 2008 12:51:36
What does the becoming stable in the Hearty Soul mean. As I understand being stable is scraped in 4e. On a 20 you must use a healing surge and on a 10 or below you come closer to death. Roll <10 three times and your dead. But there is nothing about being stable. If you mean you don't have to make any death saves then the feat could use some rewording to make that clear.

Actually, becoming Stable is not removed entirely, it is just not something that is easy for the dying character to do. See the Heal skill. You can make a DC 15 Heal check to stabilize the dying character, which makes it so he no longer makes death saving throws (and also no longer has a chance to wake up though) until he takes more damage.

A dying character can't really become "stable" in that sense, the best he can hope for is to get a '20' (normally) which allows him to use a Healing Surge and stand up again. The feat would allow him to stabilize himself in the off chance he did manage to roll a 20, but had no actual healing surges remaining.

I will add something directing to the Heal skill after I mention stable though, thanks for pointing that out. It isn't a common sort of thing in 4e.
#12

ciscolii

Jun 20, 2008 5:40:44
And thats what you get when they don't put everything where it belongs. But thanks for pointing that out. Completely forgot about the Heal skill and whatever it does.

Anyway Hearty Soul as writen now doesn't interact with feats that give you a bonus on saving throws (like the Human Perseverence feat). It should read ...on a result of... instead of ...on a roll of....

Aegis of Moradin is a really situational feat. It only helps if there will be alot of enemy actions during the time you use the feat and when your next turn is. I suggest making it an Immediate Interrupt that Triggers on a bloodied ally being hit. This way the Defense bonus will work against the attack just made, where if it stays a reaction it doesn't.

BTW the Eldrich Glaive feat looks so cool. Especially for a Defender or Striker/Warlock Multiclass character.
#13

kouk

Jun 21, 2008 8:38:35
And thats what you get when they don't put everything where it belongs. But thanks for pointing that out. Completely forgot about the Heal skill and whatever it does.

Anyway Hearty Soul as writen now doesn't interact with feats that give you a bonus on saving throws (like the Human Perseverence feat). It should read ...on a result of... instead of ...on a roll of....

Yes. I was under the impression (as are many others) that a death saving throw is not an actual saving throw. However, after rereading it again I notice that it is possible to achieve a result of higher than 20, which implies it is in fact a saving throw which can get bonuses from various places. I will change the language.

Aegis of Moradin is a really situational feat. It only helps if there will be alot of enemy actions during the time you use the feat and when your next turn is. I suggest making it an Immediate Interrupt that Triggers on a bloodied ally being hit. This way the Defense bonus will work against the attack just made, where if it stays a reaction it doesn't.

I was concerned it might be too similar to other abilities, but you are probably right. If it works more like the Wizard spell Shield (immediate interrupt when you are hit to increase AC and maybe not get hit) I don't think that would be a bad thing.
#14

kouk

Jun 29, 2008 17:52:44
Added 1 general, 4 Shifter, and 5 Warforged feats.
#15

kouk

Jul 01, 2008 23:38:49
Added 1 general (mostly for Rogues though), and 4 Dragonborn feats.
#16

padpaw

Jul 02, 2008 22:09:11
ranger feats anytime soon?
#17

kouk

Jul 02, 2008 22:17:54
ranger feats anytime soon?

Heh, what did you have in mind?
#18

roudvolf

Jul 13, 2008 0:14:12
Nice thread xD i'm already trying to think sth for the ranger *o* My opinions: I think that the rogue feats may become a little unbalanced because you could deal a stupidly huge amount of damage if you use large damage weapons with sneak attack... my opinion though... simply loved the warlock ones... both are very good... and I thought of a general feat good for clerics and paladins look:

Resounding Faith
Tier: paragon or epic (haven't decided on this, what do you think?)
Pre-requesite: Channel Divinity class feature, Wis 15
Your faith on your patron deity is so strong that you can bring forth its powers more times than other less faithful followers
Benefit: You can regain an already spent channel divinity power once per day
Special: You still can use your channel divinity class feature once per encounter

the idea of the feat is to regain the divinity power without having to make a short rest. It would be nice with Divine Spirit xD
#19

kouk

Jul 14, 2008 8:52:57
Thanks. :D

I think that the rogue feats may become a little unbalanced because you could deal a stupidly huge amount of damage if you use large damage weapons with sneak attack...

The feat that allows a Rogue to use any weapon is listed as Epic tier, so the weapon damage itself presumably won't make a world of difference by then. The other point to keep in mind is that just allowing a weapon to deal Sneak Attack damage does nothing for allowing use of a Rogue power. So, the ones who get the most use from it would be characters with the Sneak of Shadows multiclass feat -- who could only sneak attack once an encounter anyway -- and may generally prefer larger weapons that work with their main class's powers.

I was under the impression that the Divine Spirit feat I made would already allow the use of any divinity power a second time. After more playing of the game, I am starting to feel like Divine Spirit is overpowered as-is though. Not sure what I could do with it.
#20

kouk

Jul 14, 2008 8:54:59
After a long time, I have added 2 General feats (which presumably would be useful for rangers :P), 1 Dragonborn breath feat, and 2 Warlock feats.
#21

generalhenry

Jul 14, 2008 9:10:59
EDIT: And contrary to the title, these will not be limited to just Heroic tier -- though the bulk of them probably will be.

note: you can edit the title, you just have to hit the edit button twice. (once to enter edit mode, then again to enter the next level of edit mode where the title is editable)
#22

generalhenry

Jul 14, 2008 10:41:09
Enhanced Repertoire

#of powers available is very tightly controlled in 4E. Yes the multiclass feats do add powers, but they're the exception. And the multiclass feats themselves are tightly controlled.
Instant Shot

Close Combat Shot as a prereq

Clinging Dragon Breath

ongoing damage tends to be reserved for single target daily powers since it's a lot of book keeping for a little bit of damage
Enveloping Dragon Breath

breath lighting and shoot fireballs out...
Minimize Dragon Breath

ah, but toasting allies it half the fun.

Second Skin

removing plate armor check at heroic seems a bit much.

Aegis of Moradin

seems awkward as an interrupt.

Perpetual Evangelist, Motivational Speaker

strikes me as too powerful for heroic, paragon seems right.

Expanded Sneak Attack

great axe sneak attacks?

Sniper Weapon Training

medium character -- fluff, pretty much the same as a crossbow
small character -- better than the hand crossbow




------------
in general, very nice work
#23

DreamingGod05

Jul 14, 2008 21:17:52
All in all, very nice feats, more options are better in my opinion. :D

Like the shifter/Warforged love ;)
#24

kouk

Jul 15, 2008 7:18:23
*snip*

Thanks for the input!

Close Combat Shot:
I agree with you that I should make Close Combat Shot a prerequisite for Instant Shot. It makes more sense that way, and most people would go for the Close Combat Shot before the other one anyway (almost useless if you don't plan on being in melee range). I have changed it.

Second Skin:

I'm not sure that removing a -2 to Acrobatics, Athletics, Endurance and Stealth and Thievery is really that big of a deal. The Warforged article (Dragon 364) describes how Warforged can use armor as an attached component which reduces its weight to 3/4s for purposes of encumbrance. If it is easier to wear when your body is built to attach armor to, then why not reduce or eliminate the armor check penalty?

If you're wearing plate armor, you are probably in melee, and if you're in melee you probably have a decent Strength and Con. You may also have the skills on your class list that are subject to the penalty for armor. If you're wearing plate you are probably not the Thief, and nobody would expect you to use Acrobatics either. So *in general* the penalty is an annoyance that applies to 2 or 3 skills. The feat still doesn't change Shields, so that check penalty would remain.

While it may be possible that a non-melee character would just put on the Plate for more AC, the main reason to not use armor you aren't proficient with is the attack roll and reflex defense penalty, which would also be unchanged by the feat.
#25

generalhenry

Jul 15, 2008 9:33:08
I didn't realize the implication for Halflings

Yeah I don't think it's a big issue, just wanted to point it out.

Do you have suggestions for how I might tighten up the language?

it's the triggered by bloodied, but then removing bloodied that's awkward.

So either the triggered by bloodied or the removing bloodied needs to go.

A simple trigger of 'an ally is targeted by an attack' would probably be fine, as would changing it to a reaction instead of an interrupt.
#26

inferiae

Jul 16, 2008 11:23:10
Awesome feats, man!
I'm going to yoink a few.
#27

kouk

Jul 17, 2008 12:10:02
Awesome feats, man!
I'm going to yoink a few.

Thanks.


I have changed Aegis of Moradin based on different feedback to function when a bloodied target is attacked. Please tell me what you think.
#28

inlicere

Jul 20, 2008 10:58:20
Great stuff Kouk! I've stolen... er, adopted, several of your feats for my campaign. I've linked back to this thread from my campaigns google group to be sure you get the credit you deserve.
#29

kouk

Jul 20, 2008 16:10:59
Thanks.

Added: Fey Step Mastery (Paragon Eladrin racial feat), Forester (Paragon General feat), Entangling Blast (EDIT: Now Paragon Warlock feat), Fey Eruption (Paragon Warlock feat), Protecting Hands (Heroic Paladin feat), and Scoundrel's Luck (Heroic Rogue feat).
#30

generalhenry

Jul 20, 2008 17:24:00
Forester

bleh, way to campaign variable. From useless to super OP

Protecting Hands

I'd like it better as a feat bonus.

Fey Eruption

prehaps a bit tooo fey

lol sparkles
Entangling Blast

seems a bit too powerful



keep up the work
#31

bojangles_the_barbarian

Jul 20, 2008 19:22:11
Fey Eruption... Kind of kills all hope for rezzes lol.
"Dagon will live forever!!!" *POOF* "Er... Yay Dagon dead!"

Poor sparkly bastards... But yes, my first reaction I'd love to sparklify someone to death, but I'm not sure how balanced that is. Sure most times when you drop something it stays down, but we're talking the equivalent of disintegration. That puts a few kinks in Raise Dead rituals, I'm sure. Which bumps up the power of it I'd think.

On a related note, I think you could probably make up something else instead of sparkles since that is pretty uber Feyish. Maybe eh?

Side note: I'm liking all the feats, keep up the great work.
#32

squarecircle

Jul 20, 2008 19:30:13
Enhanced Repretoire might be too powerful as written. I think you mean to say "1st level at-will power" rather than just "at-will power."

Some classes (notably the Rogue) have higher-level at-wills.
#33

kouk

Jul 20, 2008 21:24:35
Fey Eruption... Kind of kills all hope for rezzes lol.
"Dagon will live forever!!!" *POOF* "Er... Yay Dagon dead!"

OK, I've changed it so now it is both silly AND creepy at the same time, and definitely leaves the body intact. :P

On a related note, I think you could probably make up something else instead of sparkles since that is pretty uber Feyish. Maybe eh?

I could, yes. I think I showed some restraint in not describing the powder as "rainbow-hued" myself :D

You can make it pitch black ash, white smoke, doesn't matter.
#34

kouk

Jul 20, 2008 21:43:47
Enhanced Repretoire might be too powerful as written. I think you mean to say "1st level at-will power" rather than just "at-will power."

Some classes (notably the Rogue) have higher-level at-wills.

You're right, thanks for noticing. I've changed it to 1st level attack powers only, which was my original intention.


Forester
bleh, way to campaign variable. From useless to super OP

I based it off of the paragon feat "Back to the Wall" from the Player's Handbook, but changed it to ranged attacks in a forest environment instead of melee attacks when adjacent to a wall.

It is somewhat specific, but I think most campaigns feature walls much more frequently than any kind of forest; so I figured it evened out about the same. It's a "sometimes" feat rather than the "quite frequently" feat that Back to the Wall is. Also gives a little bit more Elf or Ranger-like options.

Maybe if you could point out what is worse about it as written. I can think of things like Concealment or Cover coming into play more in the forest, when using ranged attacks, but like I said this is only occasionally useful in most campaigns, so if you invest in something you should get returns when the chance arises.

Protecting Hands
I'd like it better as a feat bonus.

Power bonuses are described as being from powers and class features (sidebar PH 275), so it seemed to fit the best. Also, if it were a feat bonus it wouldn't stack with things like Lightning Reflexes or Armor Specialization, and that seemed to make less sense than preventing it from stacking with cleric powers and such.

It still is more versatile than most any power you could be affected by, so you are pretty much guaranteed to get some kind of bonus out of it regardless of what powers are on you at the time.

Entangling Blast
seems a bit too powerful

This is basically making Eldritch Blast into a slightly more damaging Ray of Frost for the cost of a feat (2 damage higher than Ray of Frost on average at heroic). Warlocks also suffer a bit more from Multiple Ability Dependency so their attack stat is quite likely not as high as a Wizard's Intelligence.

Would Paragon level be better so it doesn't intrude upon a Wizard as soon?
#35

bojangles_the_barbarian

Jul 21, 2008 1:17:40
Haha, oh wow. So you did change it. Nicely done on meeting the requirements of being silly and creepy. Kudos to you.
#36

generalhenry

Jul 21, 2008 6:27:23
I based it off of the paragon feat "Back to the Wall" from the Player's Handbook, but changed it to ranged attacks in a forest environment instead of melee attacks when adjacent to a wall.

The think about back to the wall is that it's a tactile option 95% of the time. As such it will often come up during fights, but it will rarely be active for the majority of any fight.

Forester either on the whole fight or off the whole fight (with rare exceptions)

Also, if it were a feat bonus it wouldn't stack with things like Lightning Reflexes or Armor Specialization, and that seemed to make less sense than preventing it from stacking with cleric powers and such.

as a heroic feat, I don't see that as too much of an issue.

This is basically making Eldritch Blast into a slightly more damaging Ray of Frost for the cost of a feat (2 damage higher than Ray of Frost on average at heroic). Warlocks also suffer a bit more from Multiple Ability Dependency so their attack stat is quite likely not as high as a Wizard's Intelligence.

don't forget, warlocks also have their curse.
#37

kouk

Jul 22, 2008 19:34:32
The think about back to the wall is that it's a tactile option 95% of the time. As such it will often come up during fights, but it will rarely be active for the majority of any fight.

Forester either on the whole fight or off the whole fight (with rare exceptions)

That's a good point. For now, I removed the damage bonus, but I will think on this feat further.

don't forget, warlocks also have their curse.

I have changed Entangling Blast to be once per encounter on a successful hit, so it doesn't negate Ray of Frost. I think that should be a decent ability still, but not incredibly great.


Changed: Divine Spirit (General), Forester (General), Entangling Blast (Warlock).

Added: Deep Dweller (Dwarf), Great Step (Eladrin), Better Safe Than Sorry (Gnome), Figment Master (Gnome), Gnome Trickster (Gnome), Tunnelrunner (Gnome), Warrenguard (Gnome).

Please keep the comments coming!
#38

generalhenry

Jul 23, 2008 5:55:48
the new ones look good to me
#39

endofillusions

Jul 25, 2008 11:02:59
One thing you may want to consider are the feats that allow cleric and warlord to use their healing abilities once more per encounter will also technically allow a multi-classed character to turn a daily ability into an encounter power. If this is the intention, it might be a little too powerful. However if it is not, the wording should be changed to indicate that multi-class characters either cannot get this feat, or it only gives them an additional daily use of the power.
#40

kouk

Jul 29, 2008 12:05:06
One thing you may want to consider are the feats that allow cleric and warlord to use their healing abilities once more per encounter will also technically allow a multi-classed character to turn a daily ability into an encounter power. If this is the intention, it might be a little too powerful. However if it is not, the wording should be changed to indicate that multi-class characters either cannot get this feat, or it only gives them an additional daily use of the power.

It was my understanding that the feats would only function for main-class characters, as those abilities are not really class features of multiclass-characters -- multiclass-characters are just allowed to use them once a day.

However, I have changed the language so that even multiclass characters can gain benefit from them once more per day.
#41

kadeity

Aug 02, 2008 6:33:14
the rogue shouldnt be able to sneak attack with any weapon he isnt proficient in, though i know that the rogue as written can do just that by choosing to use another light blade, say the sickle.

but he surely shouldnt be able to sneak attack with a whole additional weapon group. I can understand maybe saying a specific additional weapon or two, such as the shortbow or club, especially if you grant them proficiency in them.

maybe you could just have the feats that add the bow and club, and have them also grant proficiency in them.

or if you said "you may sneak attack with any weapon you are proficient in" so that the rogue could get some action from its racial weapons... but i think its likely that this could be too strong with the better racial weapons.
#42

kouk

Aug 02, 2008 11:01:49
the rogue shouldnt be able to sneak attack with any weapon he isnt proficient in, though i know that the rogue as written can do just that by choosing to use another light blade, say the sickle.

but he surely shouldnt be able to sneak attack with a whole additional weapon group. I can understand maybe saying a specific additional weapon or two, such as the shortbow or club, especially if you grant them proficiency in them.

maybe you could just have the feats that add the bow and club, and have them also grant proficiency in them.

or if you said "you may sneak attack with any weapon you are proficient in" so that the rogue could get some action from its racial weapons... but i think its likely that this could be too strong with the better racial weapons.

I think perhaps you misread the feat. That may imply the wording could use some help.

It is an Epic tier feat which allows a single weapon to deliver sneak attacks. And as I said in earlier posts, it is mostly useful for characters who have the rogue multiclass feat because a weapon from a different group is useless for Rogue powers, and so would be useful just 1 time an encounter.
#43

kouk

Aug 06, 2008 14:43:30
Added Rapid Reload (General), Raven Queen's Curse (Divinity), Sehinine's Shroud (Divinity).
#44

theninjad

Aug 14, 2008 19:13:09
I like this thread a lot and would love to hear more thoughts one balance-related things from more people. In other words, BUMP
#45

kouk

Aug 15, 2008 0:34:16
I like this thread a lot and would love to hear more thoughts one balance-related things from more people. In other words, BUMP

Why thank you. :D


Added new Ranger feats (a bit overdue perhaps). Added Animal Empathy, and versions for affecting Aberrations and extraplanar creatures as well.

They're mostly flavor feats, but let me know what you think.
#46

theninjad

Aug 15, 2008 14:40:54
You're right, they are primarily flavor. I don't see them being seriously broken, though maybe a bit under powered because they can only be used in certain rare situations. There is even precedent for that within the PHB, though, so I suppose they are just fine.

Once again, very nicely done. I'll have you know that I plan on using many of these feats in my own games. Most of them I felt fine in taking exactly as you had them written, though a few got minor touch ups from me (but they were mostly in wording). I felt this thread very worthy of a bump and if you create more feats, I would love to see them.

I, personally, would still like to hear thoughts on balance from other people. The feats that I was unsure of were :
Hearty Soul
Iron Grip
Dragonborn Resistance {Dragonborn}
Fey Step Mastery
Great Step
Back on Your Feet {Human}
Sharp Challenge
Eldritch Glaive
#47

FeanorCursed

Aug 15, 2008 16:56:05
Great work man!

Would you mind if i translate some of them to my language (portuguese), so i can put them on my site?
Dont worry, I'll give you the credits.


By the way, Rapid Reload its something that everyone thought, but i notice that in the other topic, they put it as paragon feat.

So i ask: how powerful Rapid Reload is?
#48

theninjad

Aug 15, 2008 17:07:31
I would say that it is fair as a Heroic feat. I'm sure there would be a fair amount of disputing that but it is how I feel. A feat has to be spent to get that ability and all it does is save you a minor action from time to time when using a crossbow. That feat could have been spent on another feat that would be much more powerful.
#49

kouk

Aug 16, 2008 1:52:31
Would you mind if i translate some of them to my language (portuguese), so i can put them on my site?
Dont worry, I'll give you the credits.

I don't mind at all, that's why I posted these in the first place :D

By the way, Rapid Reload its something that everyone thought, but i notice that in the other topic, they put it as paragon feat.

I would say that it is fair as a Heroic feat. I'm sure there would be a fair amount of disputing that but it is how I feel. A feat has to be spent to get that ability and all it does is save you a minor action from time to time when using a crossbow. That feat could have been spent on another feat that would be much more powerful.

I agree that the free minor action is not really that big of a deal (in this instance). Of course, if it turns out that there are super-duper new crossbows that are awesome weapons for a variety of classes, then maybe it would need to be reexamined, but currently only the Crossbow can benefit. Even a superior crossbow would probably require a feat to gain full use of, so that's still an extra feat to spend.

For 1 feat you can upgrade to a superior weapon for +1 average damage (such as longsword to bastard sword, or shortsword to rapier). Weapon Focus also gives that +1 average damage at heroic, and also increases as you gain levels.

I view the Crossbow as basically a one-upped hand crossbow for the most part, with a drop extra range. The main problem with the normal Crossbow, I feel, is the Reload Minor which scares a lot of people away. So if your options for Crossbow were hand crossbow or crossbow, you might just go with the hand crossbow even if you were proficient in both.

This Rapid Reload lets you basically use a "Superior" hand crossbow, by making the Crossbow genuinely superior in that instance (no loss of actions, but more damage).

All that said, the Crossbow is still a very marginalized weapon. The only ones who might be seriously interested in it are Rogues (who can use most of their ranged powers with it), or Ranger characters who like to be different than the norm. Artificers also seem to benefit, but this is sort of like making it a "Superior" hand crossbow, like I said.

Given that the Rogue would still have to take a proficiency feat with Crossbow unless he was just a multiclass feat Rogue, this version of Rapid Reload is really quite on the low-end of the power scale featwise. Weapon Focus (Crossbows) would better serve most characters who want to spend a single feat to improve weapon damage, but for those who are dedicated then this gives them another option to increase damage with crossbows.

And sometimes there just aren't any particularly appealing feats for a given character at a certain level... but a +1 damage boost is always good.


I am open to any suggestions for rewording things; I try to make them as clear as possible but I am never really certain I'm spelling things out well. Particularly with the Animal Empathy feats the language seems very awkward but I don't know what else I could do.
#50

Obsidianjaerc

Aug 19, 2008 1:28:50
#51

kouk

Aug 19, 2008 3:49:48

Yes, I've long since learned to type any long post in a word processor and then cut&pasting into the forum. I still forget sometimes, but I've learned :P

OK, I'll see it then.
#52

wazat1

Aug 27, 2008 2:30:25
Yes, I've long since learned to type any long post in a word processor and then cut&pasting into the forum. I still forget sometimes, but I've learned :P

I think that's a problem with this forum only (whether it's the server or the code the forum uses), because the other forums I frequent never experience it. Some flaw causes the screen to blank out occasionally when posting or previewing a post, and hitting back doesn't save the text in the field like other forums etc do.

I've gotten in the habit of hitting Ctrl+A and Ctrl+C to copy all the text into the clip board before clicking preview (every time I want to preview), and sometimes even pasting it into a temporary text file and saving it to the desktop (especially if it's a long post). Stupid forums... :/


Anyway, I wanted to say I like the feats. Any plans for some fighter and/or minotaur feats? They need some love. :D I can post some suggestions later when I have a little extra time.
#53

lord_qzip

Aug 30, 2008 18:13:26
Hey! I wanted to say good job. Apparantly, others agree with me because I got to this through someone's signature. I just heard a few days ago, "I wish there were more feats for 4e..." And thought, "Maybe there's some on the forum." Now I've found some. So, thanks. I will submit this to my current 4e gamemaster for consideration.

I, also, would like to throw in my 2c for feats. I've always though that a feat should exist for the paladin to add his Str mod to damage instead of his Cha mod for Str pally builds (which already don't get enough love...).

I'd like to see what you can come up with for Kobolds, because I love these little things to death (sometimes literally, poor little guys!). What I find alarming is that they don't have Darkvision, which could be remedied with a paragon tier feat.

Anyway, good job! Keep it up. I would give you a cookie if I knew the shortcut for that (cause I can't open up the smilie menu for some reason).
#54

theninjad

Aug 30, 2008 21:06:48
Indeed, a is well-deserved.
#55

wazat1

Aug 31, 2008 16:01:38
As promised, here are some feat ideas. Don't be afraid to dismiss or rewrite any that are overpowered or just not appropriate for most campaigns.



Oversized Grip (Paragon, Minotaur)
You may wield a 2-handed weapon as though it were a one-handed weapon with a -2 penalty to attack rolls.

--

Flinging Charge (Heroic, Minotaur)
When you hit a target with Goring Charge, you may push the target a number of squares equal to half your strength modifier (in addition to knocking it prone).

--

Arcane Fury (Wizard or Warlock, Epic)
Choose two keywords from the following list: Fire, Cold, Acid, Lightning, Thunder, Force, Poison, Necrotic, Psychic, Fear, or Radiant (and Charm?). You may score a critical hit with a 19-20 with Arcane powers containing the chosen keywords. You may take this feat multiple times, choosing additional keywords each time.

--

Ranged Mastery (Epic. Requires Dex 21, Wis 17)
Choose one of the following categories: bow, crossbow, sling, light thrown, heavy thrown, or improvised ranged weapons. You may score a critical hit on a 19-20 with ranged attacks using weapons that fit in the chosen category. You may take this feat multiple times, choosing an additional category each time.

--

Catch Thrown Weapon (Heroic)
Whenever a creature misses with a ranged attack against you with a Thrown weapon or a ranged weapon that uses ammo, you may make an acrobatics check to see if you catch the weapon or ammo (without taking harm) instead of letting it fly by. Catching the weapon instantly adds it to your inventory, or you may keep it in your hand. You must have a free hand available to catch the weapon (you may drop your weapon as a free action before attempting the catch). The check DC depends on the enemy's level:
Lv 1-10: DC 17
Lv 11-20: DC 22
Lv 21+: DC 27

--

Team Attack (Heroic, Ranger)
Once per turn as a minor action you may declare an ally to be your Melee Buddy until the end of your next turn. You may only declare one Melee Buddy at a time. If your Melee Buddy scores at least one hit against one or more enemies during your turn, you gain a +2 bonus to damage on one of your attacks against one of those enemies during your next turn (you declare which attack to apply the damage to once damage is rolled, as with Hunter's Quarry).

(oye, I need a better term than Melee Buddy. Just couldn't think of anything)

--

Parry (Heroic, Rogue; Weapon Focus in chosen weapon's group)
Choose a weapon. Whenever you are holding (not necessarily wielding) the chosen weapon, you gain a +1 feat bonus to AC.

(maybe this should be shield bonus? I wanted it to be a feat bonus since it's so easy to get and getting it reduces the effectiveness of armor specialization etc; however, a feat bonus will stack with two-weapon defense)

--

Lesser Threatening Reach (Paragon, Fighter, proficiency in the chosen weapon)
Choose a single reach weapon. You gain the threatening reach property for the chosen weapon (you may make opportunity attacks even against non-adjacent opponents in reach). However, when making opportunity attacks against non-adjacent opponents, you take a -2 penalty to attack rolls and the target gains combat advantage against you until the end of its turn.

(This is similar to, but still distinct from, Polearm Gamble. The two feats would probably work together rather well)

--

Mighty Archer (Paragon, Requires Str 15, Dex 15)
Once per encounter, you may add your strength modifier to damage dealt with a bow attack. Whenever you score a critical hit with a bow, you may renew the use of this feat for the encounter.

OR

Mighty Archer (Paragon, Requires Str 15, Dex 15)
Whenever you spend an action point to take an extra action, you may add your strength modifier to damage dealt by all bow attacks made with the extra action.

OR

Mighty Archer (Paragon, Requires Str 15, Dex 15)
Whenever you score a critical hit with a bow, add your strength modifier to the damage dealt.

(The second or third one seem better to me)

--

Cleaving Reach (Heroic, Fighter, cleave At-Will power)
Whenever you hit with the Cleave power with a reach weapon against an adjacent enemy, you may apply the str mod damage to an enemy 1 tile away from the opponent instead of an adjacent enemy.

OR

Cleaving Reach (Heroic, Fighter)
Whenever you hit an adjacent opponent with a basic attack using a polearm, you may deal damage equal to your strength modifier to another enemy that is adjacent to the target but not to you.

(Once again, I personally think the second one is more appropriate)

--

Powerful Throw (Heroic? Paragon?, Requires Str 15)
Whenever you score a critical hit with a ranged attack using a Heavy Thrown weapon, you may knock the target prone.

(perhaps this should be "Once per encounter"...?)
#56

kouk

Aug 31, 2008 17:55:57
Added Eschew Materials (General, Epic), Extend Ritual (General, Paragon), and Quicken Ritual (General, Paragon).

Also added a new category, "Monster Races" as a repository for any feats made specifically for monsters. Includes Savage Gore and Mazedweller for Minotaurs.

Tweaked the 'Optics' feats for Warforged to make them a bit more distinct and compelling.
#57

kouk

Sep 06, 2008 23:44:58
Added 3 new feats for Hobgoblins, and 4 for Kobolds (under Monster feats).

Added 1 feat for Dragonborn (same as one for Kobolds :P).

Changed Cleric's Perpetual Evangelist. After playtesting I've come to the conclusion it should have its power reduced somewhat. It is now 1 additional time per encounter 1/day, but also gives a bonus to Diplomacy.

Changed Paladin's Protecting Hands to scale with level.
#58

rowl

Sep 07, 2008 2:35:40
I really like what you've done here. My .02 if you don't mind:

General:
Close Combat Shot – I really feel like removing the OA for firing ranged within the melee range of an opponent is too powerful.
Divine Spirit – seems ok to even be Heroic Tier
Forester – also seems ok to even be Heroic Tier; a +1 isn't that big of a benefit, and is totally situational, which is almost completely in the hands of the GM. EDIT - I missed the AC bonus. I would also change the wording to "Ranged Weapon attack rolls", which negates this benefit for thrown weapons, since the char is less likely to have a shield strapped on. With the AC bonus, Paragon seems more appropriate, especially since it's not a feat bonus.
Hearty Soul – should have prereq at Con 14 at least (I’m thinking Con 15) – no Wis prereq possible
Rapid Reload – should be Paragon Tier (not Heroic)
Steel Vice – doesn’t make sense - why is this damage being done while grappling?

Dragonborn:
Arcing Dragon Breath – didn't the WotC Dragon article on DB's make something like this too?
Dragonborn Resistance – ok for Heroic Tier, IMO.

Divinity (I’m only going to reference the one for Bahamut, but some of the others that base on 1/2 ability mod should be similarly changed, IMO):
Talons of Bahamut – should be 1+ Wis mod, not 1+ ½ wis mod. It’s a Paragon Tier feat that requires another feat and a class feature in order to take, and it’s not a large bonus, and for only one attack.

Rogue:
Expanded Sneak Attack – being Epic should limit this one enough, but I’d restrict it to only being allowed to take once.
Sniper/Thug Weapon Training - mechanically it's really not a big change, but it's granting too many things all at once. I'd just rephrase to requiring proficiency in the weapon instead of gaining it from this feat.

Warlock:
Eldritch Spear – should be either moved to Paragon Tier and maybe even reduced to Range 15, OR minimized to 1/e or maybe 1/e per point of Cha.
Eldritch Glaive – looks fine, possibly even make Heroic Tier.
Elemental Blast – looks ok, but might consider making it Paragon Tier instead of Heroic. But this one could be really strong with the Cold combo.
Entangling Blast – change to Heroic instead of Paragon; I really don't think this one is very strong at all since there are a plethora of powers that already add the slowed effect to things with almost no discernable difference from similarly leveled powers.
Fey Eruption – looks ok, but I’m thinking Heroic instead of Paragon since the effect is minor, at best, and mostly cosmetic.
Infernal Pyre – I’d make it Con mod +1 dmg and include squares adjacent to the slain enemy. With the recent addition of Twofold Pact, I might even consider a greater limitation on the Infernal Pact as having had taken it at 1st level - or having it be the character's "primary" or "initial" pact.

Just my thoughts for what they're worth.

More for Dwarves and Fighters please. (Not that I have any particular ideas, but I'm playing one right now and would like to have more ideas for our campaign.)
#59

wazat1

Sep 07, 2008 15:12:18
Close Combat Shot – I really feel like removing the OA for firing ranged within the melee range of an opponent is too powerful.

One of the homebrew feats I've run before let the attacker make ranged weapon attacks against adjacent opponents without incurring opportunity attacks from the targets of the power. So, if you're surrounded by 5 kobolds and you use a power that attacks 3 of them with your bow, those three can't opportunity attack you for using the ranged power because they're the targets; the other 2, however, can.

I do believe the version of Close Combat Shot posted here is a little over-powered. It requires a high dex (which few ranged attackers will ever have trouble with) and a prerequisite feat (which archer-styled rangers get for free). Perhaps an epic feat, but as a paragon with such easy prerequisites it's a bit much. Ranged attackers are meant to have to deal with opportunity attacks and be very vulnerable to close enemies, so they need a defender to keep 'em back.

Perhaps change this:
Benefits: You can use powers with the Ranged Weapon keyword without provoking Opportunity Attacks from threatening enemies.

to this:
Benefits: You can use powers with the Ranged Weapon keyword without provoking Opportunity Attacks from the targets of the power.

In this case you couldn't safely snipe a distant target while a bugbear is standing right next to you, but you could point-blank the bugbear in "Lord of the Rings Legolas" style.

Another option is to limit it to once per encounter, or to only when adjacent to an ally, or make the feat epic. But I don't like those options as much.
#60

rowl

Sep 08, 2008 8:15:51

#61

kouk

Sep 08, 2008 15:23:30
Thanks for the feedback, I will reply to them in detail when I have some more time :D
#62

kouk

Sep 12, 2008 0:22:39
General: Close Combat Shot – I really feel like removing the OA for firing ranged within the melee range of an opponent is too powerful.

I can't speak from experience, but it seems to me that archer rangers are fairly comparable to melee ones, or perhaps a bit weaker in some respects. That said, I like Wazat1's idea, so I will change it to that style. For most purposes there is no difference, but it retains the idea that you are distracted in some way.

Forester – I would also change the wording to "Ranged Weapon attack rolls", which negates this benefit for thrown weapons, since the char is less likely to have a shield strapped on.

I based this originally on the paragon feat Back to the Wall, which gives +1 melee attack, +1 melee damage and +1 AC when adjacent to a wall. It seems to me that is an awesome feat, because most of the time there are going to be walls around. That feat has no restriction beyond "melee weapon."

Based on feedback from an earlier post, it was pointed out to me that while it is quite a frequent occurrence to have walls nearby, it is not an "always on" effect the way Forester would be, so I removed the damage bonus as a slight tweak. If you are in a forest environment, you also have to contend with trees and bushes as well. I don't really see allowing thrown weapons as a problem.

Hearty Soul – should have prereq at Con 14 at least (I’m thinking Con 15) – no Wis prereq possible

I agree with you, on the number 15. I still want to leave Wisdom though, because very very few characters would put a 15 Con these days, and I wanted this kind of minor benefit approachable from different angles.

Steel Vice – doesn’t make sense - why is this damage being done while grappling?

The idea was at that point you are so good at Grabbing that your grip squeezes and deals damage.

Just a slight touch to the Grab maneuver, which in general is very situational and often considered a waste of an action to even attempt in the first place. This way you can at least do a little something while maintaining a Grab and not totally giving up the bonus damage from wielding a two-handed weapon while doing so (you need a hand free for Grabbing) and the missed damage from failed Grab attempts and even the round you initiated it. It also sort of puts in a little bit of grappling in, allowing a character to be a sort of wrestler if he wants to sink feats into that.

Dragonborn:
Arcing Dragon Breath – didn't the WotC Dragon article on DB's make something like this too?

They did, but mine was before theirs. :D I still kind of think my version is more balanced. The Hurl Breath feat has a significant range, and also doubles the size of the breath at the same time.

They did beat me to the breath energy adding/changing feats, I was a bit too slow in posting those so they went to waste.

Divinity (I’m only going to reference the one for Bahamut, but some of the others that base on 1/2 ability mod should be similarly changed, IMO):
Talons of Bahamut – should be 1+ Wis mod, not 1+ ½ wis mod. It’s a Paragon Tier feat that requires another feat and a class feature in order to take, and it’s not a large bonus, and for only one attack.

Actually I think 1 + Wis mod would be much too powerful, which is why I halved it.

If a Cleric took it, by level 11 he would probably have a 20 Wisdom, which would be a +6 bonus to attack rolls -- much too high. Now most Paladins might have about 14-16 by then and +3 to attack is still a significant bonus.

Heck, even halving it still leaves a good attack bonus (which normally are hard to come by) which may be attractive as a feat in comparison to some others.

Rogue:
Expanded Sneak Attack – being Epic should limit this one enough, but I’d restrict it to only being allowed to take once.

I don't think it's really necessary. I can't imagine a character taking it for more than one kind of weapon in the first place, but if they wanted to (which would kind of be a mistake in my opinion) then why stop them.

Sniper/Thug Weapon Training - mechanically it's really not a big change, but it's granting too many things all at once. I'd just rephrase to requiring proficiency in the weapon instead of gaining it from this feat.

It is unfortunately a bit busy, but it is mostly a flavor feat, as many complained (at least initially at release) that what a Rogue could use was too limited.

There is almost no way a Rogue would take 2 feats just to use a Club (which by default they are not proficient with even), that would be punishment.

Warlock: Eldritch Spear – should be either moved to Paragon Tier and maybe even reduced to Range 15, OR minimized to 1/e or maybe 1/e per point of Cha.

This was mostly to give a slight ranged option to Warlocks. It allows them to attack with half the range of a Ranged Ranger, but only with a basic attack. Even having Ranged 20 all the time is a very slight adjustment I feel, as those times when combats occur at greater than 10 squares are exceedingly rare.

Elemental Blast – looks ok, but might consider making it Paragon Tier instead of Heroic. But this one could be really strong with the Cold combo.

I didn't really consider Wintertouched, but I sort of assumed that more feats that took advantage of energy types were down the line anyway.

I'll think about it some more though.

Entangling Blast – change to Heroic instead of Paragon; I really don't think this one is very strong at all since there are a plethora of powers that already add the slowed effect to things with almost no discernable difference from similarly leveled powers.

I didn't want to intrude too much on the Wizard so soon.

As far as I can tell, Warlocks don't have any powers with the Slow effect at all, so this gives them a small measure of "Control."

Infernal Pyre – I’d make it Con mod +1 dmg and include squares adjacent to the slain enemy. With the recent addition of Twofold Pact, I might even consider a greater limitation on the Infernal Pact as having had taken it at 1st level - or having it be the character's "primary" or "initial" pact.

I have considered adjacent squares for awhile. My main concern was "What happens when you kill something Large or Larger?" because that would make a huge amount of affected squares. Also, I put no limit on how often you could use that, so if the Warlock killed a bunch of Minions with an Area power, he would fill quite a few squares with damaging fire.

This also gives a bit of "Control" to a Warlock. You may have heard the theory that most classes are sort of dual-roled inherently, with Warlock being a Striker/Controller.
#63

rowl

Sep 12, 2008 0:49:19
Holy Carp!! Thanks for responding so much in depth to my analysis/critique. I'm always very interested in the thought process that goes along with the creation of new mechanics.

1- I agree with you on Wazat1's idea. That sounds way flavorful cool.

2- Hearty Soul. I can understand wanting multiple avenues, I'm just curious as to what the flavor of the Wis prereq would be here. The feat just seems to be handily in the Con camp.

3- Steel Vice. I get it, sounds reasonable enough.

4- Divinity. You're absolutely right on the atk bonus increase. I wasn't really thinking thoroughly enough (I guess) on the totals there. And yeah, atk bonuses are way hard to come by. I was mostly considering the wording consistency with other powers/feats.

5- Rogue. You're probably right about these; it's just not really that necessary, it's simply not likely to be too much of an issue.

6- Elemental. I'm thinking the same about other elemental feats in the vain of the Cold Combo. However the issue/concern over the factor on that feat still applies. Is it overpowered for any element, particularly at Heroic? (that's rhetorical, I know you are contemplating it already)

7- Entangling Blast. Ah. I hadn't thought about the control infringement that put on Wizards adding the Slow condition, and that Warlock's didn't already have it.

8- I see your concern with Infernal Pyre and adjacent. I always like to see these kinds of things 'splash' like that, but when you start rippling it, yeah, it can get kinda crazy. I'd still like to see it, but not sure how to work out the limitation there.


Again, seriously, thank you for going into your thought process on the development of these feats. They really are some great ideas and development of mechanics for the new version. I wish I could get my GM to approve them! (He's always been real free with adopting outside stuff, but suddenly he's tightened up... mostly because I always complain about how imba our games can get because of all the crazy sh!t he allows - LOL. Be careful what you wish for I guess.)
#64

wazat1

Sep 12, 2008 1:14:20
I'm pleased you liked the idea.

Seeing you guys discuss these feats, I have to say I'm always impressed with the level of thought that has to go into feats & powers, and how they all interact and can be abused/overpowered/underpowered. Personally, I feel for WOTC's dev team that had to balance everything and then release it as a hard-copy book that can only be changed through errata. As a video game developer, I know that would really put the pressure on. :D

That said, maybe they enjoyed nearly every minute of it. I'd probably love their job.
#65

urukar

Sep 13, 2008 16:57:00
Great Feats! Since you don't have Orc feats yet, I'll post some ideas

Orc Feat Ideas

Orc Weapon Mastery
Tier: Heroic
Prerequisites: Orc
Benefit: You gain proficiency with all axes and spears, and a +2 feat bonus to damage rolls with all axes and spears.


Reckless Charge
Tier: Heroic
Prerequisites: Orc
Benefit: +2 to melee damage while charging. Reduce AC by 1 until the end of your next turn.


Blood for Blood
Tier: Paragon
Prerequisites: Orc, Blood Thirst
Benefit: Once per encounter, when you hit a bloodied opponent in melee, you can spend a healing surge.
#66

wazat1

Sep 14, 2008 12:52:02
Orc Weapon Mastery
Tier: Heroic
Prerequisites: Orc
Benefit: You gain proficiency with all axes and spears, and a +2 feat bonus to damage rolls with all axes and spears.

Reckless Charge
Tier: Heroic
Prerequisites: Orc
Benefit: +2 to melee damage while charging. Reduce AC by 1 until the end of your next turn.

Blood for Blood
Tier: Paragon
Prerequisites: Orc, Blood Thirst
Benefit: Once per encounter, when you hit a bloodied opponent in melee, you can spend a healing surge.

I really like these feats.

I suggest you call the first one Orc Weapon Training though, since Mastery is a term that tends to be used for the epic feats that let you critical on a 19-20. That way it's more like Dwarven Weapon Training. In that sense, you may want to make it a feat bonus instead of an untyped bonus for balance reasons (Dwarven Weapon Training doesn't stack with Weapon Focus because they're both feat bouses, so a 2nd level character doesn't have a +3 permanent bonus to all attack damage for just 2 feats).

However, with Reckless Charge I wouldn't make it a feat bonus. Because it's an untyped bonus, it'll stack with other damage bonuses so the character could really focus on charging with great effect; however, it only affects charges and he takes a -1 AC penalty when charging.
The one thing I would change is to make it optional to use when they charge, like with power attack. Otherwise that -1 AC could be a burden and they'd have to retrain the feat to get rid of it and be able to charge without an AC penalty.

Blood for Blood is perfect.
#67

pyromancer999

Sep 14, 2008 16:03:38
More Warlock Feats! Now!
#68

rowl

Sep 14, 2008 23:23:20
Reckless Charge
Tier: Heroic
Prerequisites: Orc
Benefit: +2 to melee damage while charging. Reduce AC by 1 until the end of your next turn.

I don't really understand or think there is a need for Reckless Charge. It's pretty much no different than what is already in PHB (and the book's version is a bit better methinks):

[INDENT]Powerful Charge (Heroic)
Prerequisite: Str 13
Benefit: When you charge, you gain a +2 bonus to
damage and a +2 bonus to bull rush attempts.
[/INDENT]

It would probably be a little too strong to allow for them both, since they're both untyped bonus to damage.
#69

urukar

Sep 15, 2008 9:34:47
Thanks for the feedback! Updated ideas:

Orc Weapon Training
Tier: Heroic
Prerequisites: Orc
Benefit: You gain proficiency with all axes and spears, and a +2 feat bonus to damage rolls with all axes and spears.


Reckless Charge
Tier: Heroic
Prerequisites: Orc
Benefit: Add 1W damage to a successful basic melee attack made at the end of a charge. Increase this bonus damage to 2W at 11th level and 3W at 21st level. This attack provokes an opportunity attack from the target, and you grant combat advantage to all enemies from the beginning of your charge movement until the end of your next turn. You choose whether to use this feat at the beginning of the charge movement.


Blood for Blood
Tier: Paragon
Prerequisites: Orc, Blood Thirst
Benefit: Once per encounter, when you hit a bloodied opponent in melee, you can spend a healing surge.


Logic:
Name change on Weapon Training to be consistent with Dwarven Weapon Training (Thanks Wazat1).

Reckless charge was changed to be both stronger and more reckless. This was made in response to Rowl's concern that it was too similar to (and probably inferior to) Powerful charge. I also took Wazat1's suggestion to make use of the feat optional, and clarified at what point the choice is made. I think the balance of this option is still OK - against most foes, the op attack on the orc will do as much damage as the bonus weapon damage dice, but I welcome other's opinions.
#70

wazat1

Sep 15, 2008 15:20:01
Nice. These look fairly good except I think Reckless Charge is actually too powerful this way. 1W is a lot of damage compared to a +2 bonus to damage, and adding things like combat advantage and opportunity attacks from the target may not be sufficient to mellow it out. I'd like to hear feedback from other people though, as I may be overestimating.

I'd say it needs to either be an optional small bonus with a penalty (you may gain a +2 bonus to damage rolls while charging for a -1 or -12 penalty to AC), a bonus that doesn't stack (which we can't do completely since the other bonus is already untyped, but at least as a feat bonus it wouldn't stack with weapon focus or Orc Weapon Training), or a larger bonus with very limited use like adding an extra 1W once per encounter. Not sure.

Maybe combat advantage + an opportunity attack really are sufficient penalties, since you have to kill them with the damage bonus or they're going to get you back hard for it. That said, against a mage (who can't effectively opportunity attack you and may not survive to blast you with a combat advantage spell) that could be really effective.
#71

rowl

Sep 16, 2008 1:40:29
Nice. These look fairly good except I think Reckless Charge is actually too powerful this way. 1W is a lot of damage compared to a +2 bonus to damage, and adding things like combat advantage and opportunity attacks from the target may not be sufficient to mellow it out. I'd like to hear feedback from other people though, as I may be overestimating.

I'd say it needs to either be an optional small bonus with a penalty (you may gain a +2 bonus to damage rolls while charging for a -1 or -12 penalty to AC), a bonus that doesn't stack (which we can't do completely since the other bonus is already untyped, but at least as a feat bonus it wouldn't stack with weapon focus or Orc Weapon Training), or a larger bonus with very limited use like adding an extra 1W once per encounter. Not sure.

Maybe combat advantage + an opportunity attack really are sufficient penalties, since you have to kill them with the damage bonus or they're going to get you back hard for it. That said, against a mage (who can't effectively opportunity attack you and may not survive to blast you with a combat advantage spell) that could be really effective.

Originally, I was thinking that they're sufficient penalties, and that this is really only something that playtesting will borne out. But with new weapons always coming out and new mechanics like Brutal, there's some potential for big damage here (3-12 scaling extra damage an unlimited number of times?) which leaves me thinking that this may be too powerful. The biggest issue that comes to my mind there is that you could keep charging all over the field for some serious extra damage with only minimal added disadvantage turn-to-turn; this can easily be corrected by only allowing the use 1/e.

However, I think a static benefit (like Wazat suggested) would be simpler, and 4e is nothing if not about simplicity. But I think it should be something that could stack, because of the corresponding defense penalty from CA. I'm thinking a +3 dmg bonus with the following simplified rewording of the CA line in the feat:

"This attack provokes an opportunity attack from the target, and you grant combat advantage during the charge and until the end of your next turn."

Keep in mind that Charging already provokes AO's from anyone else you happen to run by (or leave from) as well, and with this they all get CA against you as well.

However, that doesn't mitigate my concern over using it turn-to-turn, whereas a static penalty to AC (or other defenses as well) should - assuming it stacks if you just keep charging all over the battlefield. Granted, the other option to mitigate is simply battlefield management on the DM's side of the fence.

As it stands, Orc Wpn Train (2) + Reckless Charge (3) + Power Attack (2) + Powerful Charge (2) = +9 dmg (+10 if using 2H wpn w/Power Atk, which shouldn't be likely because, let's face it, with this set of feats you're gonna want all the protection to your AC that you can get!), while granting CA, provoking AO, and taking -2 to hit, at the cost of 4 feats (lv6 min), unlimited number of times per combat.

I'm not seeing that as unbalanced really, particularly since this could be entirely situational. If you think so, add an additional -1 AC penalty to go along with the CA:

"This attack provokes an opportunity attack from the target, and you grant combat advantage and take a -1 penalty to AC during the charge and until the end of your next turn."

Though really I feel that this last bit weakens it too much - it makes me want to give it another +1 to dmg, which means that the feat should stick with urukar's original intent and my wording on the penalties, with only the change being to a static +3 damage instead of [W] dmg. Again, I think the turn-to-turn issue is best handled by battlefield control and the allowance of OA's to defend against that tactic on the DM's part.
#72

wazat1

Sep 16, 2008 1:56:02
Actually, it doesn't seem too bad when you put it that way. :D
#73

urukar

Sep 16, 2008 7:30:28
Thanks again for your input!

Rowl, I like your rewording of the penality line.

I have no problem with the charge damage bonus being a static bonus (instead of 1W), but I think it needs to scale with tier, since the damage inflicted by the op attack certainly will.

1W is not that much damage - if the orc is wielding a great axe, it's 6.5 extra. How much does the average monster in heroic tier do on an op attack? Probably similar, and the orc still has the disadvanage of granting CA to every enemy for a turn. Remember that the op attack happens first, so even killing the target won't stop the orc from getting hurt.

Against casters and ranged guys, it would be a good choice to use this - but the enemy should make charging these targets difficult. If the orc gets a free line on a mage, the mage deserves the world of hurt this feat would deliver, IMO.
#74

rowl

Sep 16, 2008 12:51:32
Thanks again for your input!

Rowl, I like your rewording of the penality line.

I have no problem with the charge damage bonus being a static bonus (instead of 1W), but I think it needs to scale with tier, since the damage inflicted by the op attack certainly will.

1W is not that much damage - if the orc is wielding a great axe, it's 6.5 extra. How much does the average monster in heroic tier do on an op attack? Probably similar, and the orc still has the disadvanage of granting CA to every enemy for a turn. Remember that the op attack happens first, so even killing the target won't stop the orc from getting hurt.

Against casters and ranged guys, it would be a good choice to use this - but the enemy should make charging these targets difficult. If the orc gets a free line on a mage, the mage deserves the world of hurt this feat would deliver, IMO.

Just keep in mind that Powerful Charge does not scale, if you are looking for a comparison. Alternately, you could simply make the damage just like Power Attack, scaling in the same manner and accounting for 1H vs. 2H weapons as well. In that instance, I would just use the same chart, bringing the Heroic static damage back down to +2 (+3 if 2H).

That being said, 6.5 avg dmg is significant. It's more than double what I was suggesting, and more than triple anything allowed in the PHB from feats at Heroic and Paragon, and still more than double at Epic. Add to it the potential for Brutal (2) weapons (AV Executioner's Axe ends up having 3-12 dmg), and you've got 8.5 dmg (check my math) at Heroic tier, PLUS all the other bonuses he could have from the other feats (+10 at least, +19 dmg at most, in one shot, at 6th level, not including strength mod and [W] dmg too) - that's more than significant, it's HUGE. So, yeah, I really don't see that as being balanced.

Remember, if he charges the Mage or Archer, they have to make a melee basic attack. That's minimal damage with magic missile or a fist (with no prof bonus), the latter because he's using a bow and can't switch out weapons to OA against the charge. Worst case scenario, he goes for a Warlock and the Lock uses Eldritch Blast at d10+mod dmg - granted that's all on the player side, and I really don't want to go through the MM to work out the issues versus monsters, but that illustrates the issue good enough, methinks. So I really don't see the OA from the squishie as too much of a problem there - it's the lining up of Soldiers and Brutes to create a charging obstacle course where the GM can do some severe punishment to prevent this from being a turn-to-turn issue.

BTW - we've seriously bogarted Kouk's thread here; apologies on that Kouk. I feel kind of bad because I started that, but I was rolling off of Kouk's Forrester feat and didn't want to seem like I was taking credit for it as my own in another thread. Might I suggest starting one's own thread for your own homebrew feats? (Not specifically at you Urukar, just generally to us all.)
#75

pyromancer999

Sep 16, 2008 15:24:34
More Warlock Feats! Now!
#76

kouk

Sep 16, 2008 20:24:28
More Warlock Feats! Now!

Heh, yes, I saw your entreaty but as yet I have not thought of anything particularly interesting. Perhaps if you could narrow the field down a bit?

Most interesting things a class might do are best handled by Paragon Path abilities and special Powers I feel, which I'm not really focusing on right now.
#77

rowl

Sep 17, 2008 13:12:31
More Warlock Feats! Now!

Dude, wtf? He's got some awesome Lock feats in there as it stands and there are a lot more things that can/should be addressed by Lock Pacts so chill bro!
#78

kouk

Sep 27, 2008 1:16:50
Changed Clinging Dragon Breath to repeat damage instead of cause ongoing damage. Changed Kord's Thunder to 2d6/3d6 damage.

Added Guiding Light of Pelor Divinity feat. Added Weapon Finesse Fighter feat. Added Kip Up General feat. Added Mountainstance Dwarf feat.
#79

deth_braedon

Oct 04, 2008 15:05:29
Initiate of the Faith says:
"Once per day, you can use the cleric’s healing word power."

which is not the same as having Healing Word as a class feature.

So I wonder about the prerequisite for Perpetual Evangelist:

Prerequisite: Cleric, Healing Word class feature

I know the idea was to allow someone who took the Initiate of the Faith feat to also take the Perpetual Evangelist feat.

But I do not think you gain any class features when you take a multi-class feat.

Similar comment for the Motivational Speaker feat.


BTW, nice list of feats and, FWIW, I think most (if not all) of the bonuses granted by [new] feats should be labeled as 'feat bonus'.

Deth Braedon
#80

wazat1

Oct 04, 2008 15:19:29
Initiate of the Faith says:
"Once per day, you can use the cleric’s healing word power."

which is not the same as having Healing Word as a class feature.

So I wonder about the prerequisite for Perpetual Evangelist:

Prerequisite: Cleric, Healing Word class feature

I know the idea was to allow someone who took the Initiate of the Faith feat to also take the Perpetual Evangelist feat.

But I do not think you gain any class features when you take a multi-class feat.


BTW, nice list of feats and, FWIW, I think most (if not all) of the bonuses granted by [new] feats should be labeled as 'feat bonus'.

Deth Braedon

Because of the last paragraph before the feats on page 208 of the PHB, I think this works out fine:

These feats can qualify you for other feats; for example, a warlock who takes Sneak of Shadows can use the rogue’s Sneak Attack class feature, which means that he meets the prerequisite for the Backstabber feat.

If it works that way for backstabber (which requires "Rogue, Sneak Attack class feature"), then it should work that way for other class features gained from the multiclass feats as well, as long as they are listed by name. I think the fighter's Fighter Weapon Talent feature is the only one not listed by name (so the multiclass feat wouldn't qualify you for feats that required that feature), but there may be others. Warlock and wizard give you the ability to use implements, but not their implement mastery (wand of accuracy etc), so that's a non-issue.
#81

mkill

Oct 10, 2008 11:18:50
Good stuff good stuff. There is a lot in here that I like.

I especially like that you included some feats for ritual casters. These are definitely missing so far.

Some of your feats are too wordy. Mercilessly cut out anything that is evident anyway or just clogs up. I have some rewrites and comments below. Note how short most of your feats can be if you remove all the clutter.

Note that 4th edition feats are even shorter than 3rd edition ones.
Also, feats don't have other feats as prerequisites anymore.
And if your prerequisite is a race, you don't need to list the racial feature as a prerequiste anymore, as it is obvious.
Also, you don't need "normal" text anymore.


#82

rowl

Oct 13, 2008 5:30:00
Also, feats don't have other feats as prerequisites anymore.
And if your prerequisite is a race, you don't need to list the racial feature as a prerequiste anymore, as it is obvious.

Feats do have other feats as prereqs: Double Manifestation and Two-Weapon Defense are two off the top of my head.

Also it may sometimes be important to note the racial feature, particularly if the feat applies directly to that feature. It's always better to have the extra defining characteristics than to simply assume they aren't necessary because it prevents having to errata it later if something new comes out that might allow one to qualify without the racial feature, but as the race itself. For instance, some kind of bloodline feat that allows you to take feats of that race as its benefit.
#83

wazat1

Oct 13, 2008 6:46:22
And if your prerequisite is a race, you don't need to list the racial feature as a prerequiste anymore, as it is obvious.

Also note that the 4th edition books do list the racial feature (for example, Enlarged Dragon Breath Prerequisites: Dragonborn, Dragon Breath racial power), and that's the format that is being used here.
#84

kouk

Oct 13, 2008 18:54:39
Thank you everyone. I like some of your ideas mkill, and I think I will be adopting a couple of the rewordings.


Trained eye would also accommodate things like Skill Focus, and as you get up there in levels a character's DEX may very well far outstrip his Wisdom, which can make a more significant increase than just the +5 for skill training.


Clinging Breath was originally ongoing, but it was pointed out that such a common attack getting ongoing damage is a bit of a bookkeeping hassle. I went back to the 3rd edition books and just repeating damage was something that happened, so I took that form.

I think having "ongoing" damage as you have it is very counterintuitive though, because they are usually (save ends) effects.


With my Fey Step Mastery, I thought about what it would take for me as a player to take it as a feat. I think you could get a lot of mileage out of a shared pool of teleportation, especially if a Rogue or Fighter type. Just a flat two teleports certainly reads easier, but I am concerned about it being a bit too powerful.


With Great Step I wrote it as adding two, because there are some other effects or items (or will be more of) which grant additional teleportation distance, and just saying a flat "7" may cause some confusion as to stacking.


Weapon Finesse: I think you may be right in a sense, using that name for a feat similar to Intelligent Blademaster does with Int for basic attacks. The way I had it would allow basically a swashbuckler Defender, because lots of players complained about shoehorning Dex melee characters into Rogues. Maybe in Martial Power there will be more options with the Tempest build and other options, but we'll have to wait until then.


Expanded Sneak Attack: As I've said before, it is a lot weaker than it appears at first. You need proficiency with the weapon, so that's one feat prerequisite, discounting racial proficiencies (which are generally something I would encourage a character to make use of). Also, just allowing the sneak attack with something like a Maul does nothing for allowing your Dex to power attacks and damage the way almost every Rogue power does by default. Even Brawny Rogues typically just get to add their STR mod as bonus damage rather than attacking with it.

The ones who get the most benefit are still multiclassed Rogues, one way or the other. Typically the character that took Sneak of Shadows would either never actually Sneak Attack his whole career, or would have limited himself to "weaker" weapons or carried spares for certain times, like Coup de Grace attacks -- and then it's still just once an encounter.

A "pure" Rogue using a Maul is really weakening himself regardless of whether he had this feat or not, because his attack bonus would be much lower than it could be.

I'm not really sure if I should just erase it entirely though, it doesn't seem to do much for people.
#85

ff6shadow

Oct 13, 2008 23:15:35
Meh, I like Expanded Sneak Attack. It provides an option, that will most likely only be used for racial weaponry and bows.
#86

theuberkodama

Oct 16, 2008 6:34:46
Maybe some feats for Dopplegangers? =]
#87

theuberkodama

Oct 18, 2008 19:00:10
Wee need more 4E feats!

(Sorry for the double post..)
#88

kouk

Oct 26, 2008 14:05:16
Added Disturbing Visage for Doppelgangers (Under Monsters), changed Weapon Finesse (Now Rogue), Mountain Stance (Dwarf), and renamed old Weapon Finesse to Master Fencer (Fighter). Added Smooth Talker (General).
#89

marionuke

Oct 28, 2008 3:02:06
I hope I don't look sheepish and that this wasn't asked before but I have class in the morning, it's 1am and I want to play Fable 2 for at least 30 min. before I go to bed since I didn't get to play it at all today....

Sooo... I kinda only skimmed the previous posts... :/

Can you please write up some Drow racial feats?

I'm planning to allow Drow that come from cities that follow Corellon or one of his two (usually) good aligned daughters Ioun and Elestria(sp?) I can never remember how to spell her name...

Anyway I'd love to have some racial feat choices for Drow for my campaign!

Maybe some better racial powers then what's in the MM too.. Specifically a nice travel power like the Shadar-kai and Eladrin have :_
#90

wazat1

Oct 28, 2008 11:36:04
Actually, Drow became an official playable race with the Forgotten Realms Player's Guide. It has some feats for the drow, and paragon paths etc.
#91

kouk

Oct 28, 2008 22:35:33
Yes, Drow are gone over a bit more in the FRPG, where they also get an additional +2 to their Darkfire ability if I recall correctly.

There is also an article about Drow in one of the free Dragon magazines, you can download here: http://www.wizards.com/default.asp?x=dnd/drtoc/367

I recommend you download the completed issue just in case some changes were made since the first article which can be downloaded individually.

If you have subscribed to the currently available aspect of DDi, you can see the Drow feats and paragon path, as well as the Dark Pact warlock powers (originating from Drow/Underdark entities) in the Compendium.

They may have some good material for you already.
#92

robinmotion

Nov 02, 2008 12:17:33
Halflings: Yeah I don't think it's a big issue, just wanted to point it out.

First: These are awesome. They go a long way toward making 4E characters seem reminiscent of what their counterparts in 3E/3.5 could do, which I think is a good thing for many people.

For Sniper Training, if you want to encourage flavor/better balance, how about making Medium or larger size be a requirement? It makes sense from a logical point of view, as a small character trying to use a bigger, unwieldy weapon for precision damage could be difficult.

But for those halfling fans out there, create a new feat for Small characters that improves their capabilities with slings ... halfling slingers are classic, after all. Maybe increase it to d8 damage to put it on par with shortbow; or give a +1 to hit to make the sling more sexy than hand crossbow; or allow the sling to be used as a melee weapon as well (something like a sap); or allow the sling to grant combat advantage the first time it's used in a combat (perhaps requiring a Bluff roll, because it looks like it's just a hand wrapping or somesuch).
#93

pandurai

Nov 02, 2008 13:37:06
Kouk's Homebrew Feat compendium



#94

kouk

Nov 02, 2008 14:50:51
definitely paragon, even epic, not heroic

That particular one you quoted I did note as "Paragon." As I said in my long-winded preamble (which I completely do not blame you for missing), not all of the feats are actually for Heroic tier.

Good idea about Halflings, I sort of forgot about them (who doesn't?).
#95

wazat1

Nov 02, 2008 15:08:47
definitely paragon, even epic, not heroic

Note something about Close Combat Shot: It only says the targets of the power. If you're shooting someone at point-blank range, that one enemy won't get an opportunity attack against you, but its other buddies surrounding you will. Likewise, if you're shooting a target 5 squares away, adjacent enemies get op attacks as normal.

So it doesn't erase the threat of opportunity attacks from using ranged attacks. It just makes it so that you don't provoke one from the enemy or several enemies you're targeting. That seems about right for paragon.

Kouk:
It may be best to put a bold or italic emphasis on the word "targets" in Close Combat Shot's description. Or add reminder text like some of the powers/feats in the player's handbook do. Maybe do both. I'm just betting a lot of people will misread that one.

Benefits: You can use powers with the Ranged Weapon keyword without provoking Opportunity Attacks from the targets of the power. Other adjacent enemies not targeted by the power can make opportunity attacks as normal.
Normal: Using a Ranged power provokes Opportunity Attacks from adjacent enemies (PH 270-271).
#96

Keldir

Nov 06, 2008 8:48:02
Dodge is probably a little too attractive as is. I would probably make it a light armor or no armor requirement also. 13 dex is nothing, as many go at least 15 for HBO.
#97

wazat1

Nov 06, 2008 13:48:05
Dodge is probably a little too attractive as is. I would probably make it a light armor or no armor requirement also. 13 dex is nothing, as many go at least 15 for HBO.




#98

marionuke

Nov 10, 2008 8:18:45
FR isn't convoluted like it seems in D&D Online: Stormreach is it?

I like the elminster stories and would so inject him into my world, but I had plans for my world I don't want to be stuck to the FR one ><

I'm worried that if I start allowing FR I'll have to stay in FR.. and that's not my world since the world of FR isn't as advanced as my world has become using magic.. I'll have to post up the text from my little hand out for my campaign.

EDIT:
Oh Damn Yeah Thanks for letting me know they had elaborated on the Drow in the FR book. They didn't give them a travel power though did they? because the Drow really should have one like maybe:

"Shadow Jump" - Shift a number of squares equal to your charisma modifier; if you end your shift in the shadows you have concealment until the end of your next turn.

What do ya think?
#99

wazat1

Nov 11, 2008 1:43:01
BTW, I wanted to suggest this feat:


#100

Janx_14

Nov 11, 2008 10:22:19
I think the purpose of the "racial weapon training" feats, is to give a race a bonus to damage in a type of combat they dont have a bonus to.

Eladrin do not have a bonus to strength, but they have soldiers, so they get a +2 damage to try and compete with the dragonborn (who has +1 hit and damage over them naturally).

Dwarves are the classic fighter, but they dont have a bonus to strength either. So they get this feat so they can try better to compete.
#101

wazat1

Nov 11, 2008 10:53:19
Janx_14:
Maybe, but I don't necessarily agree. If that is the case though, Elf (and Half-Elf) and Tiefling would benefit from similar feats and it might be a good idea to add them.

I'd prefer a bonus to hit over a bonus to damage, personally. That's where dwarves, for example, really suffer.
#102

Sonja

Nov 11, 2008 18:31:04
Can you make a Warforged feat that allows to blow a blast of soot/smoke/steam which makes an adjacent enemy or adjacent enemies cough or reduce their visibility? The idea of the machine ejecting pollution as a feat power.
#103

kouk

Nov 13, 2008 1:33:38
Just want to mention I haven't forgotten about this thread, I just have been very pressed for time lately.

For Dodge: It seems like if really given the option, a player would always go for the armor specialization if both required a 15 stat. The armor spec. would always apply no matter what, and often reduces check penalties as well. The dodge is for people who just can't swing all the points or feats necessary to devote to armor boosting feats, and also to make it marginally less silly that wearing leather is such a desirable thing for Wizards.

EDIT: As for the Warforged smoke; I think that sort of thing would be better modeled with a magic item or perhaps a paragon path rather than a feat.
#104

bodzilla

Nov 15, 2008 3:44:14
Hate to jump in here unannounced and all, but my buddy and just came up with a feat for those of the divine flavor.
(Please excuse my lack of knowledge when it comes to formatting those cool feat boxes.)

Detect Evil
Prerequisites: Channel Divinity Class Feature, Trained in Religion and Trained in Insight
Benefit: With the use of an Insight vs. Bluff check you can determine the exact Alignment of a person you have spoken with.

OK guys. I understand that it may be a bit over doing it, so feel free to hit me in the face with a huge P.E.A.C.H Pie.
#105

Janx_14

Nov 16, 2008 10:57:56
Being Detect Evil, it should just tell you if they are evil or chaotic evil. Its hard to judge though cause i can see the Paladin/Cleric using it alot outside of combat, which makes any sort of DM deceit impossible. Most of the alignment dependant stuff is gone.
#106

kouk

Nov 26, 2008 18:46:11
Alright, added some more again.

Added 1 General feat, 1 Half-Elf feat, 2 Halfling feats, 1 Dwarf feat.

Changed Tunnelrunner (Gnome) to also give a +2 to Acrobatics checks.
#107

rowl

Nov 26, 2008 20:18:03
Alright, added some more again.

Added 1 General feat, 1 Half-Elf feat, 2 Halfling feats, 1 Dwarf feat.

Changed Tunnelrunner (Gnome) to also give a +2 to Acrobatics checks.

LOL - I just made a Tabard (new magic item type I created) for Cormyrian War Wizards which does the same thing as your new general feat!
#108

jailbreaker

May 03, 2009 16:39:09
About Eldritch Glaive:

I saw this feat on some other forum somewhere where someone wanted some warlock feats. It was posted with some other feats including Volley of Missiles [Wizard] and Mobile Daggers [Wizard]. Did you post those feats or did you use that feat (which is slightly different I see)? Or, is it a coincidence?
#109

kouk

May 03, 2009 23:22:50
It's probably just a coincidence, as I based it on an ability from the 3.5 book "Complete Arcane" Warlock options.
#110

awestriker

Jul 30, 2009 22:25:23
No wizard feats? Awww....
#111

Qube

Jul 31, 2009 13:58:45
OK, first up, there are some pretty fun feats.
with the following general feats I have remarks
  • Close Combat Shot: possibly abusable
  • Divine Spirit: possibly abusable, also discrimiatory against paladins
  • Enhanced Repertoire: I personally don't like feats taking over racial powers (half-elf)
  • Eschew Materials: too high perquisites: too easy for normal spellcasters, nearly impossible for other classes who want to use rituals, but don't like the cost.
  • Kip Up: kinda makes acrobat boots useless ... I'dd move it to paragon tire
  • Rapid Reload: catapult? canon? ... 'Any' is too general
  • Smooth talker seems overpowered to me
  • steel vice: make it optional : "You may ..."