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| #1zombiegleemaxFeb 18, 2006 10:24:24 | Affinity Feats Magic can be wielded by almost anyone. Some of those who wield magic do so by poring over their tomes, while others pray to their deities. Still others make pacts with entities from other planes. Then there are those who simply have an affinity for magic. Often, these characters become sorcerers, but there are those who peruse another path. These characters can still enhance their magical abilities by taking affinity feats. Feats with the affinity descriptor allow characters to use a supernatural ability at will. All affinity feats are supernatural abilities and have the Magic Affinity feat as a prerequisite, except the Magic Affinity feat itself. Activating an affinity feat is a supernatural ability and is not considered an attack unless the feat's activation could be the direct cause of damage to a target. A character cannot have more than one affinity feat for every three Hit Die she has. The Magic Affinity feat does not apply to this rule. If an effect of an affinity feat is based on level, the characters uses her total Hit Die. Some of the affinity feats refer to the affinity ability score. This term refers to the ability score with which the character has met the prerequisite of the Magic Affinity feat. Channel Energy [Affinity] Choose one of the following energy types: acid, cold, electricity, fire, sonic. You can channel your chosen energy type into your attacks to make devastating strikes. Prerequisites: Concentration 3 ranks, Magic Affinity. Benefit: As a move action, you may make your melee or ranged attacks deal an additional 1d6 points of damage of your chosen energy type. This effect lasts for a number of rounds equal to your affinity ability modifier. This ability does not affect spells, powers, or attacks affected by spells or powers. Special: You may take this feat multiple times. Each time you take this feat, you may increase the additional damage of an already chosen energy type by 1d6 points or you may choose another energy type. If you choose another energy type, you may take a move action to make your attacks deal an additional 1d6 points of damage of your chosen energy type. Diminish Plants [Affinity] You can affect the growth of plants. Prerequisites: Magic Affinity, Knowledge (nature) 3 ranks. Benefit: As a standard action, you can create an effect similar to a diminish plants spell, except the range is close (25 feet + 5 feet/2 levels) and the target or area is a 5-foot square. Energy Protection [Affinity] Choose one of the following energy types: acid, cold, electricity, fire, sonic. You can channel magical energy to protect yourself from damage against damage of your chosen energy type. Prerequisites: Concentration 3 ranks, Magic Affinity. Benefit: As a standard action, you may provide resistance 10 against your selected energy type to yourself. This effect lasts for as long as you concentrate on this effect. Special: You may take this feat multiple times. Each time you take this feat, you may increase an existing energy resistance by 10 points or you may choose another energy type. If you choose another energy type, you can take a standard action to provide resistance 10 against your selected energy type. Energy Ray [Affinity] Choose one of the following energy types: acid, cold, electricity, fire, sonic. You can create a ray of your chosen energy type to strike a target. Prerequisites: Concentration 3 ranks, Magic Affinity. Benefit: You may create a ray to strike a target within close range (25 feet + 5 feet/2 levels), dealing 1d6 points damage of your chosen energy type, if you succeed on a ranged touch attack. Special: You may take this feat multiple times. Each time you take this feat, you may either increase the damage of an existing ray by 1d6 points or you may choose another energy type. If you choose another energy type, you may create a ray of the chosen energy type, dealing 1d6 points of damage. Enlarge Affinity [Affinity] Choose an affinity feat with a range. Your chosen affinity has a longer range. Prerequisites: Magic Affinity, selected affinity feat. Benefit: The selected affinity’s range is doubled. Special: You may take this feat multiple times. Each time you take this feat, you must choose another affinity feat. Entangling Plants [Affinity] You can make plants wrap, twist, and entwine about creatures. Prerequisites: Magic Affinity, Knowledge (nature) 3 ranks, Plant Growth. Benefit: As a standard action, you can create an effect similar to an entangle spell, except the range is close (25 feet + 5 feet/2 levels) and the area is a 5-foot square. Extend Affinity [Affinity] Choose an affinity feat that lasts longer than 1 round. Your chosen affinity lasts longer. Prerequisites: Magic Affinity, selected affinity feat. Benefit: The selected affinity lasts an additional number of rounds equal to twice your affinity ability modifier. Special: You may take this feat multiple times. Each time you take this feat, you must choose another affinity feat. Magic Affinity [Affinity] You have an affinity for magic. Prerequisite: Intelligence, Wisdom, or Charisma 13. Benefit: You can use prestidigitation at will. Special: The ability score with which you have met the prerequisite of the Magic Affinity feat is considered your affinity ability score. If you meet the prerequisite of the Magic Affinity feat with more than one ability score, you must designate your affinity ability score. Magic Damage Reduction [Affinity] You can channel magical energy to enable yourself to ignore minor injuries. Prerequisites: Character level 6th, Concentration 9 ranks, Magic Affinity, Shape Magic Armor. Benefit: As a standard action, you may provide damage reduction 1/-- to yourself. At 9th level and every three character levels thereafter (12th, 15th, and so on), this damage reduction rises by 1 point, to a maximum of damage reduction 5/-- at 18th level. This effect lasts for as long as you concentrate on this effect. Magic Ray [Affinity] You can create a ray of magical energy to strike your target. Prerequisites: Concentration 3 ranks, Magic Affinity. Benefit: You may create a ray to strike a target within close range (25 feet + 5 feet/2 levels), dealing 1d6 points of damage, if you succeed on a ranged touch attack. Special: You may take this feat multiple times. Each time you take this feat, the damage increases by 1d6 points. Plant Growth [Affinity] You can affect the growth of plants. Prerequisites: Magic Affinity, Knowledge (nature) 3 ranks. Benefit: As a standard action, you can create an effect similar to a plant growth spell, except the range is close (25 feet + 5 feet/2 levels) and the target or area is a 5-foot square. Shape Armor [Affinity] You can shape a magical field of protection around yourself. Prerequisites: Concentration 3 ranks, Magic Affinity. Benefit: As a standard action, you may grant yourself a +4 armor bonus to Armor Class. The effect lasts for as long as you concentrate on this effect. Shape Barrier [Affinity] You can shape an impenetrable barrier. Prerequisites: Character level 12th, Concentration 15 ranks, Magic Affinity, Shape Armor, Magic Damage Reduction. Benefit: As a standard action, you can create an effect similar to a wall of force, except the effect is a wall whose area is 5 feet wide and 10 feet high. This effect lasts for as long as you concentrate on this effect. |
| #2wotc_melFeb 20, 2006 16:26:38 | bump |
| #3harimanFeb 21, 2006 0:24:40 | These are, interesting. But they aren't completely clear on what kind of character they are for. They also seem, incomplete. I think that they need a little adjustment/clarification. What type of character are these feats meant for? Are the effects granted defined by character level (HD) or caster level (From a class)? How often can each ability be used? Are they infinite or are they a set number of times per day? Why would anyone take Energy Protection? It only works while concentrating and concentrating takes a standard action each round. That makes a character choose between being marginally protected from certain energy based attacks. For that matter, Invocation Affinity is useless without another Invocation feat. That makes Invocation Affinity most likely to be taken by a human at first level. The best Idea that I have is to change the name. Invocation feat will forever be confused with Warlock Invocation. (I opened this thread because I thought it was a warlock thread.) "Conduit feats" would be a good title. (I don't think it's taken yet.) Affinity Feats might be better. The second idea is to change the mechanics of the feats. I recommend making the feats dependent on each other, rather than dependent on taking the same feat again. Channel Energy would grant 1d6 +1 per Invocation Feat. (1d6 +2 for 2 feats, +3 for 3 feats, etc.) Energy Protection would have to have a set duration other than concentration. A set number of uses would help too. The value could be also be based on the number of other Invocation feats. Magic Ray could do 1d6 per Invocation Feat OR 1d10 +1 per invocation feat. (The second tops out at around 1d10 +8, for a human.) To sum up, for these to be viable feats, they have to be comparable to existing feat chains. They also need to have a flavor behind them beyond a borrowed title (Invocation feat WILL be confused with Warlock Invocation.) The Draconic feats from Complete Arcane/Races of the Dragon would be good for comparison. The greatest additions will be clarified gameplay mechanics for each feat and a further explanation of the origins/method of using this newfound power. |
| #4zombiegleemaxFeb 21, 2006 15:30:28 | Hariman, thanks for your comments. I like the name 'Affinity Feats,' it definitely does something for the feats, and indeed, it does not have the risk of being mixed up with the warlock's invocations. Then the Invocation Affinity feat's name should be changed to Magic Affinity. I kind of like that idea, thanks. But this means that all the prerequisites have to be changed. Oh well, putting it in Word and then using the 'replace' function is a time-saver, believe me. You're right, too, about the 'times per day limit'. As an 'official' errata: Magic can be wielded by almost anyone. Some of those who wield magic do so by poring over their tomes, while others pray to their deities. Still others make pacts with entities from other planes. Then there are those who simply have an affinity for magic. Often, these folk become sorcerers, but there are those who peruse another path. These characters can still enhance their magical abilities by taking affinity feats. Feats with the affinity descriptor allow characters to use a supernatural ability at will. All affinity feats are supernatural abilities and have the Magic Affinity feat as a prerequisite, except the Magic Affinity feat itself. Activating an affinity feat is a supernatural ability and is not considered an attack unless the feat's activation could be the direct cause of damage to a target. A character cannot have more than one affinity feat for every three Hit Die she has. The Magic Affinity feat does not apply to this rule. If an effect of an affinity feat is based on level, the characters uses her total Hit Die. Some of the affinity feats refer to the affinity ability score. This term refers to the ability score with which the character has met the prerequisite of the Magic Affinity feat. Again, the changes (except the change from 'invocation feat' to 'affinity feat' and 'Invocation Affinity' to 'Magic Affinity') have been made bold, but do not need to be made bold in the actual article itself. I'm really sorry about this, WotC_Mel, but errata's got to happen, and I can't seem to edit them myself. For as far as I know and can see, the affinity feats themselves seem fine. If you really think that this can be done better, then PM me about it, and we'll discuss it in a friendly manner. (Not that you're not friendly now.) Finally, the affinity feats aren't meant to be an actual feat tree. It's more of a selection of feats, each feat standing for a supernatural ability. There is currently one exception, the 'protection' tree (Shape Armor, Magic Damage Reduction, and Shape Barrier), and that one consists of only three feats, and has been made a feat tree since putting them as incoherent abilities would make Shape Barrier and perhaps even Magic Damage Reduction rather overpowered. I was thinking more of letting each character choose his or her affinity feats. For example, a ranger might possess an unnaturally strong knack for magic, and might therefore take Magic Affinity and Plant Growth. With the changes I have put here, I think I have served to your perceived greatest additions; I have improved the explanation of the mechanics (on which levels it is based; namely Hit Die, and when it can be used; at will), and I have added a bit of flavor text, how shabby it may be. Further comments are always welcome. |
| #5boondoggleFeb 25, 2006 2:47:32 | Aside from the plant 'family,' these feats are either far too powerful or far too weak. Even giving prestidigitation at will is too strong for a feat with negligible requirements. Too strong: Channel Energy, Energy Ray and Magic Ray are all greatly overpowered. Channel Energy gives non-spellcasters with a high mental stat an effectively constant 1d6 bonus to damage with every attack. This ability does 'cost' two feats, which isn't inconsequential, but the benefit it provides is far too high. Fighters, and only fighters, for the cost of two feats, can get a fixed +2 to damage on all attacks made with one weapon. That Channel Energy can be taken multiple times for stacking effects further tips the scales. Magic Ray effectively makes Energy Ray almost irrelevant. Both of these feats are ridiculously overpowered. Any combat-oriented rogue would be a fool to pass these up. Because you've made these supernatural rays, they are not subject to spell resistance and only rely on a creatures usually meager touch AC. This is the perfect vehicle for delivering sneak attacks. With two feats, you've given any character an ability better than the signature feature of the warlock class. Two feats shouldn't overshadow a class feature. Again, allowing these feats to stack if taken multiple times merely unbalances them further. Too weak: Anything requiring concentration to sustain. Concentrating on an effect essentially makes one forfeit any other useful actions for the round. These feats may offer interesting abilities, but they will be useless in combat. Spell effects are meant to remain class features and not feats. They are also meant to remain spell effects and not supernatural abilities. The difference is enormous. |
| #6zombiegleemaxFeb 28, 2006 17:30:05 | This seems to be well thought out and for the most part internally consistent. Questions: -So this is manly for the "could've been a sorcerer/warlock/spellfire wielder but didn't concentrate on those skills" bunch, right? Do you find this type of ability often in legends of kobold heros? Can sorcerers/warlocks/spellfire wielders take these feats? How do they interact/stack with wizard/sorcerer/warlock/spellfire abilities or are they not meant to coexist in a campaign/individual with any or all of these? Is the likelihood of this being something for first level types intentional; can these abilities be developed by anyone at any time or must the Magic Affinity trait be taken at character creation or after some critical event (like spell touched, or maybe as a lesser "elemental/fey/dragon/whatever bloodline/planetouched" type of thingy--I've been thinking about "could later train as sorcerer type traits/feats lately and if that is what your doing you did it better than I managed yet.) -Have you considered feat trees based on energy type? (ex: Heat Ray [requires Magic Affinity, Channel Heat]) What's the point of "Magic Ray" as opposed to a flavorless "Energy Ray"? -Hariman gave you some really good suggestions, what was your reasoning behind the ones you took and the ones you didn't? What was your original intention for this type of ability and what are you most interested in getting for feedback? -What sort of in-game appearance would Channel Energy have? Is this character spitting acid, is her sword flaming? -What about other energy types? Negative and positive planar energy? Are the protection feats meant to allow the character who "due to his special magical affinity to fire can not be burned wiliest his concentration is unbroken?" -The plant bits don't seem to seem to fit with the others that are all about projecting fields or rays of energy types. Is this some smaller mechanic you are testing for you Manna Caster, maybe something of a reworking of the Dark Sun/Player's Option Preservers and Defilers, something I'd definitely like to see your take on after reading this. -The fluff/flavor text you added is very nice and goes along way towards explaining your intent--I think you'll eventually need more, though. |