[Characters] Feats

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[Characters] Feats

Post by Gawain_VIII » Tue Jul 01, 2008 5:08 am

The following section appears in the first part of the chapter, basically detailing what to find in this chapter.
New Feats
This chapter introduces a number of new feats appropriate to various lands and cultures of the Known World. An Ethengarii warrior might learn to dismount from his horse while aiming a notched arrow without loosing stride, while a Glantrian mage could delve into the dangerous lore of the Radiance and learn to tap sources of magical energy that most wizards dare not touch. Of course, all the feats described in the Player’s Handbook are still available to Known World characters.

The following section is a sidebar that appears under the "Character Regions" heading, after the race and class lists. It is included here due to relavance.
How Regional Feats Are Used
Regional feats are intended to represent a character’s upbringing, his past before he began adventuring. Some regional feats may only be selected at first level, and then only if the character meets the regional and preferred class prerequisites.
As an option, some DMs, being of a generous and giving persuasion, might also encourage their players to select classes appropriate to their region’s or race’s culture by providing them with one extra regional feat at first level, in addition to the normal feats they get during character creation.
All NPCs in this volume and future suppliments will be created with the assumption that this option is not utilized.

This section, below, is teh meat of the Feats section.
Feats
Almost every elf across the Known World seems to know a bit of arcane magic. In the martial realms of Thyatis, every young man learns to fight with both sword and fist. Niave-looking halflings from the Shires have an indomnable will and can even deny magic its arcane power when threatened by terrible peril; and a Rockborn dwarf is sure to be greatly resistant to most forms of magic. It seems that any adventurer exploring the deadly ruins and perilous wildernesses of the Known World possesses a little specialized training or a knack common to the lands in which he grew up.
The feats in this chapter supplement the feats in the Player’s Handbook and follow all the rules in that book for determining how many may be chosen and how often a character may do so. In addition, some of these new feats possess an additional prerequisite: the appropriate character region, as described in the previous section. Two of the feats described below also have a racial prerequisite, regardless of the region.
Some of the regional feats are defined as [Regional, Fighter]. This means a fighter can use his bonus feat to acquire one of those feats. However, the character still needs to qualify for that region in order to take the feat (see Regional Feats in the Character Region section above).
This is followed by a table listing the feats, then the descriptions of the feats themselves.
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
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Table of Feats

Post by Gawain_VIII » Tue Jul 01, 2008 5:17 am

I hope this is readable, if I need to find a better format, let me know. (it's in an actual table in my local version)

TABLE 1—9: FEATS
General Feats - Prerequisite - Benefit

Boxing2 - Str 10+, Dex 10+ - Unarmed strikes no longer provoke Attacks of opportunity
Elemental Focus - - +2 Spell DC on spells of one energy type
Improved Familiar - Summon Familiar - Greater choice of familiars
Improved Wrestling2 - 5+ BAB, Str 13+, Dex 13+ - Grapple with both Str and Dex modifiers
Marksman - Missile weapon proficiency - +2 Attack with missile vs. cover
Military Tactics - Combat Reflexes - Not flat-footed at start of combat
Minor Divination1 - Wis 15+ - Cast 0-level Divination spells
Smash - Power Attack, BAB +5 - Special combat maneuver, see text
Thuggary - - +4 Intimidate
Wrestling2 - Str 10+, Dex 10+, Ability to Grapple - Apply Dex mod to Grapple checks

Regional Feats - Prerequisites - Benefit

Ancient Wisdom1 - - +2 Knowledge (Arcana)
Arcane Curiosity1 - - +2 Spellcraft, Use Magic Device
Arcane Rebuke1 - - +4 Save vs. arcane spells
Armored Casting1 - Dex 12+ - -15% Arcane Spell Failure
Atheist1 - - +4 Save vs. divine spells
Brute Force2 - Str 13+ - +1d2 damage, +1 attack with melee weapons
Diplomat1 - Cha 13+ - +2 Diplomacy and Cha checks
Dismount1 - Ride skill - Dismount as a swift action.
Dual Weild2 - Two-weapon Fighting - Two-weapon fighting penalties reduced
Elven Magical Training1 - Int 10+ - Cast 0-level Arcane spells
Faith - - Cast 1st level Domain spells
Flourish2 - - Coup de grace doesn’t provoke Attack of Oportunity
Fury - Iron Will - Continue to act normally from 0 to -9 hps
Gift of Arcane1 - - Sor or Wiz counts as PrC
Grapevine - - +2 Gather Information and Sense Motive
Incognito - Cha 13+ +2 - Bluff and Disguise
Knowledge Base - - Knowledge skills become class skills
Larceny
- Dex 13+ - +2 Forgery and Sleight of Hand checks
Longbreath - Con 13+ - Hold your breath 1½x longer
Mounted Tactics - Ride skill - Mount not flat-footed at start of combat
Mysticism - - +2 Spellcraft checks, +1 Will saves
Pacifism - - +2 Dodge bonus to AC, -1 Attack & damage
Panache - - Automatic success at flamboyant acts
Perspective - Wis 13+ - +2 Search and Sense Motive checks
Progeny1 - - Shapechanger blood provides special ability
Quick Study - - Cross-class skills cost 1 point per rank
Renniasance - - Two skill become class skills
Spirit Bond1 - - +1 Bonus to two Saves
Stealth - - +2 Hide and Move Silently
Survivor - - +2 Knowledge (nature) and Survival
Sworn Foe1 - - +2 Attack and Damage versus goblinoids
Tall in the Saddle - Ride skill, Mounted Combat - +2 Initiative and Ride checks when mounted
Tinker - - +4 Craft checks
Treachery - - +2 Bluff and Diplomacy
Underdog - - +2 Attack, damage, AC, skills, and SR checks when outnumbered by at least 2 to 1
Wanderlust1 - - +2 Gather Information and Knowledge (Local)
Weirding - - +2 Sense Motive and Use Magical Device

Racial Feats - Prerequisite - Benefit

Denial - BAB +5, Halfling - Varies, see text
Elven High Magic - Caster level 10+, Elf - Access to Elven High Magic spell list

Metamagic Feats - Prerequisite - Benefit

Energy Change - - Change energy type of a spell
Spellflash - - Change visual element of spells

1 Must be taken at first level
2 May be selected as a Fighter Bonus Feat
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
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Re: [M3e-Characters] Feats

Post by Gawain_VIII » Tue Jul 01, 2008 5:49 am

Source: The vast majority of these feats come from Estlor's The Lighthouse website.
These were originally designed for 3.0, I think I have 3.5-ified them all, if I missed anything let me know.

Note: A few of these feats lead to heated discussions with my playtesters--especially Progeny and Spellflash. Critique is welcome.


Ancient Wisdom [regional]
You are well versed in the arcana.
Region: Alphatia, Esterhold, Gnome, Modriswerg, Thothia.
Benefit: If Knowledge (Arcana) is not already a class skill, it becomes one through this feat. Additionally, you gain a +2 bonus to all Knowledge (Arcana) skills you take.
Special: This feat must be taken at 1st level.

Arcane Curiosity [Regional]
You are fascinated by the arcane and arcane procedures.
Region: Glantri, Lupin, Skygnome.
Benefit: Grants a +2 bonus to Spellcraft and Use Magic Device checks.
Special: This feat must be taken at 1st level.

Arcane Rebuke [Regional]
You were born without the gift of arcane magic use, but as such are resistant to it.
Region: Alphatia, Dwarf.
Benefit: You cannot cast any arcane spells, regardless of class. You can still become a bard, sorcerer, or wizard, but you are unable to learn spells in those classes. However, your distance from the arcane grants you a +4 bonus to all saves against arcane spells or spell-like effects that mimic arcane spells.
Special: This feat must be taken at 1st level.

Armored Casting [Regional]
You are especially skilled at casting arcane spells in heavy armor.
Prerequisite: 12+ Dex
Region: Aquarendi, Elf, Shadowelf, Wendar.
Benefit: Your arcane spell failure total is reduced by 15%. Arcane spell failure cannot be reduced below 0% in this manner.
Special: This feat must be taken at 1st level.

Atheist [Regional]
You believe that putting faith in the Immortals is foolish and illogical.
Region: Glantri.
Benefit: You cannot cast any divine spells, regardless of class. You can still become a druid or ranger, but you are unable to learn spells in those classes. However, your lack of faith in the divine grants you a +4 bonus to all saves against divine spells or spell-like effects that mimic divine spells.
Special: This feat must be taken at 1st level.

Boxing [General, Fighter]
You know how to effectively fight unarmed without leaving your defenses down.
Prerequisite: Str 10+, Dex 10+.
Benefit: Unarmed strikes do not provoke an attack of opportunity and a successful critical hit has the chance of rendering the target unconscious (Target makes a FORT save against the character's STR score). Creatures immune to critical hits are unaffected by a knockout punch.
Normal: Unarmed attacks provoke an attack of opportunity and there is no chance of a knockout.
Special: Fighters may select this as a bonus feat.

Brute Force [regional, Fighter]
Your ferocity in combat allows you to deal more damage with your blows.
Region: Hattias, Lupin, Northlands.
Benefit: You deal an additional 1d2 points of damage on each successful hit, regardless of the type of weapon you use. In addition, you gain a +1 to hit with melee weapons.
Special: This feat must be taken at 1st level. Fighters may select this as a bonus feat.

Create Portal [Item Creation]
You have learned the ancient craft of creating a portal, a permanent magic device that instantaneously transports those who know its secrets from one locale to another.
Prerequisite: Craft Wondrous Item.
Benefit: You can create any portal whose prerequisites you meet. Crafting a portal takes one day for each 1,000 gp in its base price. To craft a portal, you must spend 1/25 of its base price in XP and use up raw materials costing half of this base price. See Chapter 2: Magic for details of portal creation.
Some portals incur extra costs in material components or XP as noted in their descriptsions. These costs are in addition to those derived from the portal’s base price.

Denial [Racial]
Your force of will is so strong, and your spirit so in tune with the magic of the world, that you can deny a spellcaster the power of his magic.
Prerequisite: 5+ Base Attack Bonus.
Race: Halfling.
Benefit: Once per day the hin can stop a spell or spell like effect simply by crying “NO” and focusing his will into thwarting the attack. This causes the Hin to take 1d4 points of damage from using his own life force to thwart the attack. To find out the effects of the Denial, Roll 1d20 and add Wis+Cha scores (not bonuses) and consult the table below. For every odd level beyond 5th (7th, 9th, etc...), the hin adds +1 to this roll.
TABLE 1—10: DENIAL EFFECTS & MODIFIERS
Denial Effects
Score | Effect
Under 30 | Denial Fails
30-35 | Effect robbed of either 1 round of duration or 1 die of damage
36-39 | Effect diverted 10’-30’ in random direction or robbed of 2 die of damage
40-45 | Effect diverted 30’-70’ in random direction or robbed of 3 die of damage
46-49 | Effect robbed of all but token effect (mainly visual), max damage to all targets is 2hp
50-53 | Effect negated completely, charges still used, spell still lost
54+ | Effect hurled back upon wielder for full effect

Denial Modifiers*
-5 | Trying to deny an artifact
-5 | Trying to deny an Epic-level spell
+2 | Hin is defending his own home or clan stronghold, or spot thoroughly known as special to the hin
+4 | Hin is defending beings other than himself who are dear to him (family, close friends etc…)

*These bonuses stack.
*If the hin dies or is wounded in the same round as the denial attempt it will not be ruined or wasted, it will still have full effect.
*If near a source of Blackflame (within 30’) the denial attempt does not cause the 1d4 damage.

Special: You may Deny as a standard action during the target's turn, as if you were taking an attack of opportunity, regardless of threat-range. The hin must have a readied action, just like a wizard using a counterspell.

Diplomat [regional]
Your contact with all different sorts of people enables you to deal with a variety of situations and cultures.
Prerequisite: 12+ Cha
Region: Pearl Islands, Trade Lands.
Benefit: You have a +2 bonus to your Diplomacy skill and Charisma checks.
Special: This feat must be taken at 1st level.

Dismount [Regional]
You are skilled at getting down from the saddle of a mount.
Prerequisite: Ride skill.
Region: Steppes.
Benefit: You can mount and dismount, in combat, as a swift action.
Special: This feat must be taken at 1st level.

Dual Wield [Regional, Fighter]
You can use two swords that you can normally wield one handed with intense skill.
Prerequisite: Two-Weapon Fighting.
Region: Alasiya.
Benefit: When fighting with two one-handed weapons of the same type, your two-weapon fighting penalties are reduced by 1. In addition, you can forego your attack with the off-hand sword to gain a +2 shield bonus to your armor class. This feat stacks with the two-weapon fighting feat.
Special: Fighters may select this as a bonus feat.

Elemental Focus [General]
Choose an element, such as water. Your spells of that type are more potent than normal.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the element you select this focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new element.

Elven High Magic [Racial]
You have been taught the secrets of elven high magic by your clan’s elders. You have access to certain highly guarded magics which stem from the clan’s Tree of Life.
Prerequisite: Caster Level 10+.
Race: Elf.
Benefit: You have access to Elven High Magic (EHM) spells, in addition to your normal spell list. These spells are either arcane or divine, whichever type is your highest casting class level, and cannot be scribed onto scrolls.
Special: At the DM’s option, non-elven members of the Foresters may meet the racial prerequisite for this feat.

Elven Magical Training [Regional]
You are a member of a traditional elven society, by birth or adoption, where basic magic is taught to all with the aptitude for it. Every elf, it seems, regardless of profession or role is trained in the use of a small amount of arcane magic.
Prerequisite: INT 10+.
Region: Elf (all), or member of the Foresters.
Benefit: You may cast the 0-level arcane spells dancing lights, daze, detect magic, mage hand, and prestidigitation once per day each. You suffer spell failure chance if you wear armor. You are treated as a 1st level wizard for the purpose of determining range. This stacks with any arcane spellcaster levels you may have.
Special: Must be taken at 1st level, or upon adoption by the Vyalia clan, for Foresters.

Energy Change [Metamagic]
You can cast a spell of a specific energy type as another.
Benefit: An energy changed spell deals damage of a different energy type determined by you while preparing the spell. For example, you might choose to cast a sonicball that deals sonic damage instead of fire damage, freezing hands that deal cold damage instead of fire damage, or a lightning storm that deals electricity damage instead of cold damage. Spells without energy types for damage are not affected.
Special: An energy changed spell uses up a spell slot one level higher than the spell's actual level.

Faith [Regional]
Your deep beliefs in an Immortal gain you favor with them.
Region: Alasiya, Dread Sea, Huaaka, Sind, Traladara.
Benefit: When this feat is taken, designate a specific Immortal it is taken for. Once per day you can cast the 1st level domain spells from three domains of that Immortal as a cleric of the same level. This feat can only be taken once.

Flourish [Regional, fighter]
You are especially skilled at flashy, impressive finishes in combat.
Region: Thyatis.
Benefit: Coup de graces no longer provoke attacks of opportunity.
Special: Fighters may select this as a bonus feat.

Fury [Regional]
You are overcome by a rage in battle.
Prerequisite: Iron Will.
Region: Northlands.
Benefit: You can continue to function as normal while in combat even though you are reduced to less than 0 hit points. You can function normally until –10 hit points at which point you die, or until combat ends at which point normal rules for negative hit points take affect.

Gift of the Arcane [Regional]
You are born with a natural talent for using arcane magic.
Region: Alphatia, Modriswerg.
Benefit: You can choose to have either sorcerer or wizard count as a prestige class for the purposes of multiclassing and experience penalties.
Special: Must be taken at 1st level.

GrapeVine [Regional]
You have the knack for hearing and learning things that you otherwise should not be able to.
Region: Trade Lands.
Benefit: You gain a +2 bonus to your Gather Information and Sense Motive skills.

Improved Familiar [General]
So long as you are able to acquire a new familiar, you may choose your new familiar fom a nonstandard list.
Prerequisite: Summon familiar
Benefit: When choosing a familiar, the following creatures are also available to you. You may choose a familiar with an alignment up to one step away from yours, except for where a specific alignment is noted in the table below.
TABLE 1—11: IMPROVED FAMILIARS
Kind of Familiar | Arcane Caster Level
Aryth1 [good] | 5
Bogan1 [evil] | 5
Fylgar1 [lawful] | 5
Gretch1 | 5
Imp1 [chaotic evil] | 7
Pseudodragon [good] | 7
Stirge | 5
Tabi1 | 7
Ulzaq1 [chaotic] | 5
1 These creatures are described in Monsters of the Known World.

Improved Wrestling [General, Fighter]
You are exceptionally well trained in wrestling techniques that allow you to quickly earn the upper hand during a grapple attempt.
Prerequisite: Base Attack Bonus +5, Wrestling, Str 13+, Dex 13+
Benefit: You include your STR and DEX modifier to your grapple checks.
Normal: Grapple checks are not made with DEX modifiers.
Special: Fighters may select this feat as a Fighter Bonus Feat

Incognito [Regional]
You have the envied ability to make yourself seem unimportant to observers, no matter how major a figure you may actually be.
Prerequisite: Charisma 13+.
Region: Freeholds, Hin, Pearl Islands.
Benefit: You have a +2 bonus to your Bluff and Disguise skills.

Knowledge Base [Regional]
You were raised in a culture of curiosity, in which all sorts of knowledge were available to you.
Region: Gnome, Modriswerg, Skygnome.
Benefit: All Knowledge skills are class skills.

Larceny [General]
You have developed superior skills at thievery.
Prerequisite: Dexterity 13+.
Region: Hin.
Benefit: You have a +2 bonus to your Forgery and Pick Pockets skills.

Long Breath [Regional]
You can hold your breath for longer than normal lengths of time.
Prerequisite: Constitution 13+.
Region: Aquarendi.
Benefit: You can hold your breath one and a half times as long as normal before the suffocation rules take affect.

Marksman [general]
Your skill with missile weapons is awe-inspiring.
Prerequisite: Proficiency with at least one missile weapon.
Benefit: You have a +1 to hit with missile weapons in normal circumstances and a +2 when the intended target has any type of cover.

Military Tactics [general]
You are especially skilled in the tactics of the battlefield.
Prerequisite: Combat Reflexes.
Benefit: You cannot be caught flat-footed in combat while on foot, but you may still be denied your Dexterity bonus due to flanking.
Normal: A character is considered flat-footed until his initiative begins during the first round of combat.

Minor Divination [general]
Your prescient powers are sharp enough to detect things beyond the normal senses.
Prerequisite: Wisdom 15+.
Benefit: You can cast detect poison, detect secret doors, and detect chaos/evil/good/law once per day as a wizard of the same level. These spells are considered arcane and are subject to arcane spell failure.
Special: Must be taken at 1st level.

Mounted Tactics [Regional]
Your combat skills in the saddle are superior to others.
Prerequisite: 1+ ranks in Ride skill, Mounted Combat.
Region: Steppes.
Benefit: You cannot be caught flat-footed in combat while mounted, but you may still be denied your Dexterity bonus due to flanking.

Mysticism [Regional]
You have a deep, personal spirituality from a lifetime of meditation and reflection.
Region: Atruaghin, Hutaaka, Ochlea, Rakasta, Sind.
Benefit: You have a +2 bonus to your Spellcraft skill and a +1 bonus to your Will saves.

Pacifism [General]
You abhor unnecessary violence of any type and seek to avoid such things.
Region: Dread Sea, Pearl Islands.
Benefit: You have a +2 dodge bonus to your armor class when in combat. However, your dislike of violence gives you a –1 to your attack and damage rolls.

Panache [General]
You are able to perform seemingly impossible tasks with enough style to come out looking great in the process.
Region: Lupin, Rakasta.
Benefit: Through use of this feat, you can gather your flamboyant, swashbuckling actions into Panache Points (PPs) to enable you to succeed at impossible tasks in the future. You can store a number of PPs up to your level plus your Charisma modifier, if positive. PPs are spent to improve your chances at some task. Whenever you perform something, whether successful or not, in an over-the-top, devil-maycare manner, you earn PPs (typically no more than two per action, as per what the DM feels is appropriate). Later, you can spend points either to gain bonuses to rolls or to achieve an impressive action. When improving rolls, 1 PP grants you a +1 bonus to any roll it is spent on (PPs can be spent on virtually anything, including bonuses to attack rolls, AC for one round, saving throws, skill checks, ability checks, spell resistance checks, damage, and so on). For actions that are not dependant on die rolls, apply the following table to find out the PP cost.
Cost | Accomplishment
1 PP | A normal task automatically
5 PP | A challenging task automatically
10 PP | An impossible task with an ability/skill check.
Characters can only expend 1 PP per level at a time.
In addition to spending PPs you have stored up, you can also spend up to 10 PPs you have not yet earned. These are called Gauche Points (GPs). These represent the “trouble factor” that is usually associated with swashbucklers. GPs can be spent by the DM at a rate of one for any piece of bad news you receive. Common examples are canceling successful rolls you make or adding unfortunate twists to the story.
When PPs or GPs are expended, you or the DM must describe in detail the resulting action in the most dramatic (or unfortunate) way possible, otherwise the action fails automatically regardless of result and the PPs or GPs are lost.

Perspective [General]
Your unique culture, lifespan, or reflective lifestyle has enabled you to see things others might miss.
Prerequisite: Wisdom 13+.
Region: Atruaghin, Elf, Esterhold, Hutaaka, Ochlea.
Benefit: You have a +2 to your Search and Sense Motive skills.

Progeny [General]
You have some monstrous blood in your ancestry. The strength of the bloodline is too small to qualify for a “half-” race template, but it still grants a power.
Region: Glantri.
Benefit: The ability to trace your lineage back to shapechanging monsters (dragons, dryads, nymphs, sylphs, medusae, lycanthropes, etc) grants you a special benefit. When this feat is taken, the DM should roll on the following charts to determine if you truly have progeny, and if so, if you have any special benefits or defects from it. Progeny can only be taken once, no matter the results.
Special: Must be taken at 1st level.
TABLE 1—12: PROGENY DETERMINATION & EFFECTS
[The table for the Progeny feat matches the original table from G:KoM... It is too large to repeat here.]

Quick Study [regional]
You are able to learn things not typical of your class at a faster rate.
Region: Hinterlands.
Benefit: When you take this feat, choose two cross-class skills. For these skills you only need to spend 1 skill point to gain 1 rank in the skill. Cross-class skill rank maximums must still be observed.

Renaissance [General]
The region you grew up in exposed you to a number of new and unique skills you otherwise would not have access to.
Region: Trade Lands.
Benefit: When you take this feat, choose two cross-class skills. These skills become class skills for you regardless of the class you are taking at a particular level.

Smash [General]
You can deliver a crushing, debilitating melee attack.
Prerequisite: Power Attack, Base Attack Bonus +5.
Benefit: As a full-round Action you can declare a smash against a target you threaten. The attack roll has a -5 penalty to it but, if successful, you deal damage equal to your weapon's normal damage + Strength modifier + Strength score.
Special: When utilizing this feat, you must use your five-foot step after the attempt is made to recover your balance. Failure to do so will require a Balance (or Tumble) skill check against a DC equal to half the total damage dealt (or 10, if the attempt failed). A failed check causes the character to stumble (provoking an attack of opportunity) and be counted as flat-footed until the start of your next round, even if you are normally never flat-footed.

Spellflash [Metamagic]
You can vary the sound, shape, and color of spells with visual effects.
Benefit: Any visual effects of spells can be modified in any way that you wish. Some common uses include fireballs that appear as flaming goblin heads, colorsprays that use your signature color only, or magic missiles that are perfectly invisible. This feat is only able to modify visual effects, meaning that an invisible fireball would still roar and feel hot. Spells without visual effects are not affected.
A spellflashed spell does not cost a higher level spell slot.
Normal: Without spellflash, in order to modify the visual element of a spell, the spell must be cast at one spell slot higher than the spell’s actual level.

Spirit Bond [General]
You have the blessings and protection of the spirits.
Region: Atruaghin.
Benefit: When you take this feat, choose two saving throws. For these saves you have a +1 bonus.
Special: Must be taken at 1st level.

Stealth [Regional]
You are especially good at making yourself appear invisible in your normal setting.
Region: Freeholds, Hinterlands.
Benefit: Choose one terrain which is typical for your home region. You have a +2 bonus to your Hide and Move Silently skills within this environment.

Survivor [RegionAL]
You are able to find enough food and supplies to survive in even the most barren terrain.
Region: Shadowelf.
Benefit: You have a +2 bonus to your Knowledge (nature) and Survival skills.

Sworn Foe [Regional]
Goblinoid raids on your homelands have made you skilled at combating them.
Region: Northlands.
Benefit: You have a +2 bonus to hit and damage against goblinoids.
Special: Must be taken at 1st level.

Tall in the Saddle [Regional]
You are in complete command of the situation when on the back of your mount.
Prerequisite: Ride skill, Mounted Combat.
Region: Steppes.
Benefit: When in combat and mounted, you gain a +2 to your initiative and Ride skill checks.

Thuggary [General]
You regularly use your muscles to get your way in a situation.
Benefit: You gain a +4 bonus to your Intimidate skill.

Tinker [Regional]
You enjoy fooling with mechanical objects in an attempt to discover what makes them work.
Region: Gnome, Skygnome.
Benefit: You gain a +4 bonus to your Craft skill for the purposes of understanding and constructing technology of a level equal to or greater than the crossbow.

Treachery [regional]
Your mind has been conditioned to know the right time to betray others, and the best way to get away with it.
Region: Thothia, Thyatis.
Benefit: You have a +2 bonus to your Bluff and Diplomacy skills.

Underdog [regional]
Your society’s history of being conquered has made you good in combat when outnumbered.
Region: Alasiya, Esterhold, Freeholds, Sind, Traladaran.
Benefit: When you (or the group you are with) are outnumbered by a ratio of 2 to 1, you gain a +2 to your attack and damage rolls with any weapon, your armor class, your skill checks, and your spell resistance rolls for the remainder of that combat.

Wanderlust [regional]
You feel called to see the world and experience as much as possible.
Region: Dread Sea, Hin.
Benefit: You have a +2 bonus to your Gather Information and Knowledge (local) skills.
Special: Must be taken at 1st level.

Wierding [regional]
You are in touch with a strange, superstitious level of consciousness.
Region: Traladaran.
Benefit: You have a +2 bonus to your Sense Motive and Use Magic Device skills. If you are normally unable to utilize the Use Magic Device skill, it becomes a class skill for you.

Wrestling [General, Fighter]
You are trained in wrestling techniques that allow you to move more freely during a grapple.
Prerequisite: Ability to grapple, Str 10+, Dex 10+
Benefit: You apply your STR or DEX modifier, whichever is greater, to your grapple checks.
Normal: Grapple checks are made only with STR modifiers.
Special: Fighters may select this feat as a Fighter Bonus Feat
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Re: [M3e-Characters] Feats

Post by Traianus » Tue Jul 01, 2008 2:51 pm

These look pretty good, and seem to mesh well with the associated regions. My thing I did notice is that Smash in its current form is not very appealing. As a full-round action, it seems noticeably weaker than Power Attack (a prerequisite for it) because Power Attack applies to all attacks made that round- while the damage bonus to one attack is better, a fighter is usually better off making multiple attacks rather than one, particularly when the one can have some negative consequences for failure.

IMO, this feat needs something else to make it worthwhile. My recommedation would be that a successful Smash attack also delays (automatically loses initiative or acts last in round) or stuns the victim for 1 round.
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Re: [M3e-Characters] Feats

Post by Gawain_VIII » Tue Jul 01, 2008 2:57 pm

Traianus wrote:These look pretty good, and seem to mesh well with the associated regions. My thing I did notice is that Smash in its current form is not very appealing. As a full-round action, it seems noticeably weaker than Power Attack (a prerequisite for it) because Power Attack applies to all attacks made that round- while the damage bonus to one attack is better, a fighter is usually better off making multiple attacks rather than one, particularly when the one can have some negative consequences for failure.

IMO, this feat needs something else to make it worthwhile. My recommedation would be that a successful Smash attack also delays (automatically loses initiative or acts last in round) or stuns the victim for 1 round.
The attempt here is to mimic the 0e smash maneuver (or is it shield bash, I can't recall.. my brain is fried), but I can see what you mean. I can see a free round of stun... or target must make REF vs damage taken or be knocked prone. That might be a bit much, but a great bit, if you're in to the dramatics during your combat.

I'll try a couple of tweaks... if anyone has suggested changes or replacements, feel free to post.

Roger
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Re: [M3e-Characters] Feats

Post by dudemonkey » Tue Jul 01, 2008 4:20 pm

Gawain_VIII wrote:
Traianus wrote:These look pretty good, and seem to mesh well with the associated regions. My thing I did notice is that Smash in its current form is not very appealing. As a full-round action, it seems noticeably weaker than Power Attack (a prerequisite for it) because Power Attack applies to all attacks made that round- while the damage bonus to one attack is better, a fighter is usually better off making multiple attacks rather than one, particularly when the one can have some negative consequences for failure.

IMO, this feat needs something else to make it worthwhile. My recommedation would be that a successful Smash attack also delays (automatically loses initiative or acts last in round) or stuns the victim for 1 round.
The attempt here is to mimic the 0e smash maneuver, but I can see what you mean. I can see a free round of stun... or target must make REF vs damage taken or be knocked prone. That might be a bit much, but a great bit, if you're in to the dramatics during your combat.

Roger
I think the big drawback to Smash is that Power Attack benefits significantly when you're using a two-handed weapon. A stun might be about right. I might recommend playtesting it to gauge its power level compared to Improve Trip, which is also a fighter feat that incapacitates your opponent. I think Smash might be more powerful because trip attacks run the risk of losing your own weapon.

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Spellflash, Re: [M3e-Characters] Feats

Post by Gecko » Wed Jul 02, 2008 8:36 am

Gawain_VIII wrote:Note: A few of these feats lead to heated discussions with my playtesters--especially Progeny and Spellflash.

...

Spellflash [Metamagic]
You can vary the sound, shape, and color of spells with visual effects.
Benefit: Any visual effects of spells can be modified in any way that you wish. Some common uses include fireballs that appear as flaming goblin heads, colorsprays that use your signature color only, or magic missiles that are perfectly invisible. This feat is only able to modify visual effects, meaning that an invisible fireball would still roar and feel hot. Spells without visual effects are not affected.
A spellflashed spell does not cost a higher level spell slot.
Normal: Without spellflash, in order to modify the visual element of a spell, the spell must be cast at one spell slot higher than the spell’s actual level.
Unfortunately I've only had time to skim over all this, but what was the dispute over Spellflash? That it was underpowered? If that's the case I'd remind them of a quote I remember reading when 3e was new: "Not all Feats are created equal." Some, especially Role-Playing type feats, are weaker.
That having been said, I could see such an altered spell increasing (perhaps even significantly so) the DC to identify the spell on a spellcraft check.

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Re: Spellflash, Re: [M3e-Characters] Feats

Post by Gawain_VIII » Wed Jul 02, 2008 3:29 pm

Gecko wrote:Unfortunately I've only had time to skim over all this, but what was the dispute over Spellflash? That it was underpowered? If that's the case I'd remind them of a quote I remember reading when 3e was new: "Not all Feats are created equal." Some, especially Role-Playing type feats, are weaker.
That having been said, I could see such an altered spell increasing (perhaps even significantly so) the DC to identify the spell on a spellcraft check.
The argument over spellflash was whether or not the ability to change the visual element of a spell warranted a feat or not.

On one side, VGeisz argued, correctly, that this is completely a role-play and flavor issue, not a rules or mechanics issue. Since there is no real statistical benefit, he said, it shouldn't cost a feat.

On the other side, I argued that the ability to manipulate magic better than "that other guy" was something which was prided upon by certain mages... especially the GSoM. Even to the point, that we have canon references (I don't remember right now if it was Gaz3 or G:KoM) where a GSoM graduation ceremony consisted of students competing to create the most visually appealing spell. With that much emphasis on personalizing your own magic, I felt it was worth a feat.

The comprimise, which was never totally agreed upon, was adding the last part, retroactively placing a restriction on non-spellflashed magic.

Your suggestion of increasing the Spellcraft DC hadn't occured to me, but I suppose you're right... it would make identifying the spell harder.

Roger
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Re: [Characters] Feats

Post by Gawain_VIII » Mon Jul 07, 2008 7:07 pm

I've added a bit to the Spellflash feat, on Gecko's suggestion. The feat now reads as follows: (Italics indicates the new material.)
Benefit: Any visual effects of spells can be modified in any way that you wish. Some common uses include fireballs that appear as flaming goblin heads, colorsprays that use your signature color only, or magic missiles that are perfectly invisible. This feat is only able to modify visual effects, meaning that an invisible fireball would still roar and feel hot. The Spellcraft DC for identifying a Spellflashed spell is increased by 5. Spells without visual effects are not affected.
A spellflashed spell does not cost a higher level spell slot.
Comment?
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Re: [Characters] Feats

Post by Gawain_VIII » Mon Jul 07, 2008 7:11 pm

Change to the Smash feat, based on Jamie & dudemonkey's suggestions. Italics indicate noew material.
Benefit: As a full-round Action you can declare a smash against a target you threaten. The attack roll has a -5 penalty to it but, if successful, you deal damage equal to your weapon's normal damage + Strength modifier + Strength score. In addition, on a successful Smash attempt, the target must make a Fort save vs. the damage dealt or be knocked prone. A successful save still results in the target being stunned for 1 round.
Thoughts?
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Re: [M3e-Characters] Feats

Post by Cthulhudrew » Fri Jul 11, 2008 3:39 am

Gawain_VIII wrote:Boxing [General, Fighter]
You know how to effectively fight unarmed without leaving your defenses down.
Prerequisite: Str 10+, Dex 10+.
Benefit: Unarmed strikes do not provoke an attack of opportunity and a successful critical hit has the chance of rendering the target unconscious (Target makes a FORT save against the character's STR score).
Normal: Unarmed attacks provoke an attack of opportunity and there is no chance of a knockout.
Special: Fighters may select this as a bonus feat.
This feat seems a little overpowered to me on a first read through. Compared to Stunning Fist (which has much higher prerequisites), it's a lot more devastating at low levels(a Fort Save vs. a presumably high Str character for a lot of classes could be really tough, and a failure completely incapacitates them for the rest of combat, not just for one round), but not quite as useful at higher levels. The fact that it requires a successful critical hit (a roll for Crit and a confirmation roll) mitigates the prerequisites somewhat, admittedly.

You might want to note whether creatures immune to Critical Hits are able to be affected or not, as well.
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Re: [M3e-Characters] Feats

Post by Cthulhudrew » Fri Jul 11, 2008 4:00 am

Gawain_VIII wrote:Dismount [Regional]
You are skilled at getting down from the saddle of a mount.
Prerequisite: Ride skill.
Region: Steppes.
Benefit: You can dismount, in combat, as a swift action.
Special: This feat must be taken at 1st level.
This feat seems a little too weak for a regional feat, to me (in light of the Regional Feat changes they made in Player's Guide to Faerun, anyway). At the very least, I'd include the option to Mount as well as Dismount as a swift action.
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Re: [M3e-Characters] Feats

Post by Cthulhudrew » Fri Jul 11, 2008 4:07 am

Gawain_VIII wrote:Improved Wrestling [General, Fighter]
You are exceptionally well trained in wrestling techniques that allow you to quickly earn the upper hand during a grapple attempt.
Prerequisite: Base Attack Bonus +5, Wrestling, Str 13+, Dex 13+
Benefit: You include your STR and DEX modifier to your grapple checks.
Normal: Grapple checks are not made with DEX modifiers.
Special: Fighters may select this feat as a Fighter Bonus Feat

Wrestling [General, Fighter]
You are trained in wrestling techniques that allow you to move more freely during a grapple.
Prerequisite: Ability to grapple, Str 10+, Dex 10+
Benefit: You apply your STR or DEX modifier, whichever is greater, to your grapple checks.
Normal: Grapple checks are made only with STR modifiers.
Special: Fighters may select this feat as a Fighter Bonus Feat
The first feat here (Improved Wrestling) makes the second one obsolete. It seems to me that a feat chain like this (and I think these unarmed feats are cool, and deserve some development like you're doing) should build on previous feats. No thoughts offhand how to change them, but I'll ponder it. Wanted to point it out in the meanwhile.
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Re: [M3e-Characters] Feats

Post by Gawain_VIII » Fri Jul 11, 2008 3:30 pm

Cthulhudrew wrote:Dismount [Regional]
This feat seems a little too weak for a regional feat, to me (in light of the Regional Feat changes they made in Player's Guide to Faerun, anyway). At the very least, I'd include the option to Mount as well as Dismount as a swift action.
Simple fix... sounds reasonable. Done!
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Re: [M3e-Characters] Feats

Post by Gawain_VIII » Fri Jul 11, 2008 3:35 pm

Cthulhudrew wrote:Boxing [General, Fighter]
This feat seems a little overpowered to me on a first read through. Compared to Stunning Fist (which has much higher prerequisites), it's a lot more devastating at low levels(a Fort Save vs. a presumably high Str character for a lot of classes could be really tough, and a failure completely incapacitates them for the rest of combat, not just for one round), but not quite as useful at higher levels. The fact that it requires a successful critical hit (a roll for Crit and a confirmation roll) mitigates the prerequisites somewhat, admittedly.
How about upping the prereqs a bit? Improved Unarmed Strike seems like a no-brainer (probably should have been there all along)... STR,DEX 13+?
You might want to note whether creatures immune to Critical Hits are able to be affected or not, as well.
Good catch... I'll edit the main post here in a few minutes.

Roger
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Re: [M3e-Characters] Feats

Post by Gawain_VIII » Fri Jul 11, 2008 3:45 pm

Cthulhudrew wrote:Improved Wrestling [General, Fighter]
Wrestling [General, Fighter]
The first feat here (Improved Wrestling) makes the second one obsolete. It seems to me that a feat chain like this (and I think these unarmed feats are cool, and deserve some development like you're doing) should build on previous feats. No thoughts offhand how to change them, but I'll ponder it. Wanted to point it out in the meanwhile.
Upon design, the intent was tri-staged... from "STR only, no choice" to "Player's choice, pick one" to "you get both"... but looking over other "Improved" and "Greater" feats, I see what you mean: "Greater" provides a smaller bonus that stacks with "lesser" instead of a larger bonus replacing "lesser".
The effect is the same, I think, just the wording differs--Greater Spell Penetration could have been written "this grants a +4 bonus to caster level checks" replacing lesser Spell Penetration and get the same mechanical effect.

Any ideas how to modify these two to be more in line with established precedent?

Roger
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Re: [M3e-Characters] Feats

Post by Gecko » Sat Jul 12, 2008 10:44 am

Gawain_VIII wrote:
Cthulhudrew wrote:Boxing [General, Fighter]
This feat seems a little overpowered to me on a first read through. Compared to Stunning Fist (which has much higher prerequisites), it's a lot more devastating at low levels(a Fort Save vs. a presumably high Str character for a lot of classes could be really tough, and a failure completely incapacitates them for the rest of combat, not just for one round), but not quite as useful at higher levels. The fact that it requires a successful critical hit (a roll for Crit and a confirmation roll) mitigates the prerequisites somewhat, admittedly.
How about upping the prereqs a bit? Improved Unarmed Strike seems like a no-brainer (probably should have been there all along)... STR,DEX 13+?
or another way to go would be to make the Fort save easier, something like save versus the amount of damage dealt rather than save versus the attackers strength score (with a natural 1 being a failure). Just an off-the-cuff thought (or would that weaken it too much?)

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Re: [Characters] Feats

Post by Cthulhudrew » Sun Jul 13, 2008 2:46 am

I was thinking of the same standard formula used for a lot of effects (10 + 1/2 level/HD + Bonus- in this case, Strength bonus). That might work.
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Re: [M3e-Characters] Feats

Post by JoeNotCharles » Wed Jul 23, 2008 10:48 pm

Gawain_VIII wrote: Upon design, the intent was tri-staged... from "STR only, no choice" to "Player's choice, pick one" to "you get both"...
I don't like that design anyway - it makes Wrestling useless for a character with higher Strength than Dex, but they still have to take it to get Improved Wrestling.

I think it would be better to have Wrestling Finesse (works like Weapon Finesse) and then an Improved Wrestling which doesn't depend on it, which gives a fixed bonus to grapple checks. Then a high-Dex character would need to take 2 feats for their max wrestling bonus, and a high-Str character would only need one, but they wouldn't form a chain.
Gecko wrote: or another way to go would be to make the Fort save easier, something like save versus the amount of damage dealt rather than save versus the attackers strength score (with a natural 1 being a failure). Just an off-the-cuff thought (or would that weaken it too much?)
Are there any other effects that use a save vs. amount of damage? It seems really weird since saves are on a 1-20 scale and damage isn't at all.

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Re: [M3e-Characters] Feats

Post by Cthulhudrew » Thu Jul 24, 2008 8:49 am

JoeNotCharles wrote:I think it would be better to have Wrestling Finesse (works like Weapon Finesse) and then an Improved Wrestling which doesn't depend on it, which gives a fixed bonus to grapple checks. Then a high-Dex character would need to take 2 feats for their max wrestling bonus, and a high-Str character would only need one, but they wouldn't form a chain.
This is a really good point, actually. As written, the Weapon Finesse feat already covers this (it allows the use of Dex instead of Str for light weapon attacks; and Natural Weapons, such as fists and grappling, count as Light Weapons). So, technically, a wrestler who wanted to sub Dex for Str should just take the Weapon Finesse feat.

On another note, I personally dislike the requirements for Improved Grapple (Dex 13, notably). What if I have a Sumo-type character who is physically strong and imposing, but isn't very dextrous? He can't take Improved Grapple because that's his shtick?

So I wouldn't mind seeing some kind of "Powerful Grappler" feat that essentially is Improved Grapple with a Str prerequisite rather than Dex. Not here nor there, necessarily, just saying.

Back to the topic of Wrestling feats, then- a wrestler could take Weapon Finesse to get the Dex bonus, and then later take (if he/she wants) the Improved Wrestling feat to get both Str and Dex bonuses to his Grapple score.
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Re: [M3e-Characters] Feats

Post by Gecko » Thu Jul 24, 2008 9:01 am

JoeNotCharles wrote:
Gecko wrote: or another way to go would be to make the Fort save easier, something like save versus the amount of damage dealt rather than save versus the attackers strength score (with a natural 1 being a failure). Just an off-the-cuff thought (or would that weaken it too much?)
Are there any other effects that use a save vs. amount of damage? It seems really weird since saves are on a 1-20 scale and damage isn't at all.
I had thought that I had seen similar examples before but after having just spent some time looking around for them, the only one's I could find were all from variant rules sets, so perhaps not... hmm... :?

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Re: [Characters] Feats

Post by vgeisz » Sun Nov 23, 2008 6:39 pm

something we forgot roger,

quoted from havard on the old wizards board
I've come to the conclusion that the "Works only within the Five Shires" limitation is problematic. This because it means the ability will be incredibly powerful in campaigns set within the Five Shires and almost or totally useless in other campaigns. Instead I think I'll go for giving a circumstance bonus for Deniers within the Five Shires.
according to gaz 8 denial only works in the shires. I agree that adding a say +2 or +4 within the shires is warrented
here is the link to the thread

http://forums.gleemax.com/showthread.php?t=419087

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Re: [Characters] Feats

Post by Giorgio » Thu Aug 05, 2010 3:04 pm

Before I comment on your feats, am I restricted to the d20srd feats for comparisons purposes, or can I make use of any 3.5/3.75 reference I have access to?

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Re: [Characters] Feats

Post by Gawain_VIII » Mon Sep 06, 2010 2:37 pm

Giorgio wrote:Before I comment on your feats, am I restricted to the d20srd feats for comparisons purposes, or can I make use of any 3.5/3.75 reference I have access to?
For playtest and comparison, it's probably best to stick to the Core, since as written, the MCS should be playable with nothing but the 3 Core and the CS. For inspiration for new material, by all means go hog wild and pull from wherever the muse takes you.
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