Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: EO on November 05, 2018, 08:56:59 PM

Title: Detailed list of new feats & domains - Hak update (4)
Post by: EO on November 05, 2018, 08:56:59 PM
Although there is no hak update planned at this point, here's a list of new feats that will be added when it is released:

Fighter feats

Greater Weapon Focus
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Type of Feat: Combat
Prerequisite: Fighter level 8, Weapon Focus in the chosen weapon.
Required For: Greater Weapon Specialization (fighter only)
Specifics: The character gains a +1 bonus to all attack rolls with the chosen weapon in addition to the +1 bonus given by Weapon Focus.
Use: Automatic.

Greater Weapon Specialization
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Type of Feat: Combat
Prerequisite: Fighter level 12, Greater Weapon Focus, Weapon Focus and Weapon Specialization in the chosen weapon.
Specifics: The character gains a +2 bonus to all damage done by the chosen weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Use: Automatic.

Druid feats

Frozen Wild Shape
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Type of Feat: General
Prerequisite: Wild Shape, Fortitude 6+.
Specifics: The character can use his wild shape ability to assume the form of an animal or magical beast from an arctic environment. He can assume the following shapes: arctic fox, polar bear, white tiger, reindeer, and winter wolf. At level 12, these forms improve along with other wild shape forms. The transformation has a duration of 1 hour per class level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
Use: Selected. After choosing the ability, the character must choose an animal form to take.

Scorching Wild Shape
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Type of Feat: General
Prerequisite: Wild Shape, Fortitude 6+.
Specifics: The character can use his wild shape ability to assume the form of an animal from a desert environment. He can assume the following shapes: jackal, hyena, cheetah, lion, and crocodile. At level 12, these forms improve along with other wild shape forms. The transformation has a duration of 1 hour per class level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
Use: Selected. After choosing the ability, the character must choose an animal form to take.

Verdant Wild Shape
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Type of Feat: General
Prerequisite: Wild Shape, Fortitude 6+.
Specifics: The character can use his wild shape ability to assume the form of an animal from a tropical rainforest environment. He can assume the following shapes: gorilla, jaguar, monkey, tiger, and snake. At level 12, these forms improve along with other wild shape forms. The transformation has a duration of 1 hour per class level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
Use: Selected. After choosing the ability, the character must choose an animal form to take.

Wild Shape (non-aggressive) (given for free at level 5)
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Type of Feat: Class
Prerequisite: Druid level 5.
Specifics: The character can use his wild shape ability to assume the form of a non-aggressive animal. He can assume the following shapes: mink, deer, rat, dog, and cat. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
Use: Selected. After choosing the ability, the character must choose an animal form to take.

Wild Shape (revised)
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Type of Feat: Class
Prerequisite: Druid level 5.
Required For: Cheetah's Speed, Cougar's Vision, Elemental Essence, Elephant's Hide, Extra Wild Shape, Frozen Wild Shape, Oaken Resilience, Primeval Wild Shape, Scorching Wild Shape, Swim like a Fish, Savage Mobility, Verdant Wild Shape, Wolverine's Rage.
Specifics: The character with this ability can take the shape of an animal from a temperate zone at will. He can assume the following shapes: badger, bear, boar, cougar, and wolf. At level 12, these forms improve along with other wild shape forms. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at 10th level, five times per day at 14th level, and six times per day at 18th level. The transformation has a duration of 1 hour per class level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
Use: Selected. After choosing the ability, the character must choose an animal form to take.

General Feats

Muse
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Type of Feat: General
Prerequisite: Cha 14+, can only take this feat at first level.
Specifics: The character possesses the rare sort of beauty or spirit that feeds the divine flame of creativity. His very presence inspires passion and stirs others to works of creative genius. All allies within 30 feet of the character who can see him (excluding himself) receive a +2 bonus to their Perform and crafting rolls and are considered two levels higher for the purpose of magical song effects.
Use: Automatic.

Dead Man Walking
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Type of Feat: General
Prerequisite: None.
Specifics: After a brush with the horrors of the night, the character accepts that he is living on borrowed time. Upon making a successful Fear save, he receives a +2 bonus to all saving throws and skill checks for a duration of one turn and one round per level due to the icy calm with which he faces mortal danger. The recognition of man's mortality sometimes can be a source of strength.
Use: Automatic. Does not stack with itself and only applies to fear effects created by monstrous and non player characters.

Voice of Wrath
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Type of Feat: General
Prerequisite: Ability to cast first-level spells.
Specifics: The unseen forces of vengeance heed the character's commands, granting a +4 bonus to the save DC for all curses and curse spells cast by the character.
Use: Automatic.

Augment Healing
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Type of Feat: General
Prerequisite: Ability to cast healing spells, Heal 4 ranks.
Specifics: The character's conjuration healing spells are more powerful. The character adds 2 points per innate spell level to the amount of damage healed by any Conjuration healing spell that he casts. For example, a Cure Light Wounds spell would heal 2 extra hit points, a Mass Heal spell would heal 16 extra hit points per target.
Use: Automatic.

Domains

Curse Domain
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Clerics who take the Curse domain channel their wrath into their curses.
Domain Special Ability and Bonus Spells
Wrathful Curses: The cleric adds a +4 bonus to the DC of all his curses and curse spells.
The cleric gains access to the following spells at the specified spell level: Bestow Curse (2), Feeblemind (5), Horrid Wilting (8 ).
Title: Re: Detailed list of new feats - Hak update (4)
Post by: PrimetheGrime on November 05, 2018, 09:24:10 PM
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTVQwXWYA3WHVFNDdWP3Kkl3h0i6mzAbRKU8Heb5fopx8_7BBnbxg)

Delicious
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Dumas on November 05, 2018, 09:37:33 PM
Druids finally can be the happy animals they've always wanted to be!!!!
Title: Re: Detailed list of new feats - Hak update (4)
Post by: DM Cataclysm on November 05, 2018, 11:13:26 PM
Mink form, ACTIVATE! :ohnoes:
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Fungal Artillery on November 05, 2018, 11:34:57 PM
Will the non-aggressive, regular forms affect how NPCs react to the character? Being able to walk past guards and such as a dog or a cat would be highly valuable for an outcast character in the absence of invisibility.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: PrimetheGrime on November 07, 2018, 06:10:07 AM
Will the non-aggressive, regular forms affect how NPCs react to the character? Being able to walk past guards and such as a dog or a cat would be highly valuable for an outcast character in the absence of invisibility.

That would be pretty neat yeah
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Ken14 on November 07, 2018, 10:21:30 AM
Oh my gosh, those druidic feats look awesome! A question, though! Will these new animal shapes also have differing stats/abilities or will they be copies from the base wildshape?

Title: Re: Detailed list of new feats - Hak update (4)
Post by: RickDeckard on November 07, 2018, 11:13:34 AM
Fighter feats looking good!
Title: Re: Detailed list of new feats - Hak update (4)
Post by: haifisch021 on November 07, 2018, 11:33:11 AM
<3 best hak update ever

now just gotta add Zeidenberg ;)
Title: Re: Detailed list of new feats - Hak update (4)
Post by: EO on November 07, 2018, 06:04:28 PM
Oh my gosh, those druidic feats look awesome! A question, though! Will these new animal shapes also have differing stats/abilities or will they be copies from the base wildshape?

All shapes, existing or new, will have unique stats based on the animal form. They won’t all deal 1d8 damage. Some will deal more some less. Some of the dire animals are downright brutal.

Will the non-aggressive, regular forms affect how NPCs react to the character? Being able to walk past guards and such as a dog or a cat would be highly valuable for an outcast character in the absence of invisibility.

Only the non-wild one so yes for the cat and dog.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Fungal Artillery on November 08, 2018, 02:06:26 AM

Will the non-aggressive, regular forms affect how NPCs react to the character? Being able to walk past guards and such as a dog or a cat would be highly valuable for an outcast character in the absence of invisibility.

Only the non-wild one so yes for the cat and dog.

Very nice! *Thumbs up*
That's going to be very useful in avoiding unwanted guard aggro and peasant panic.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Ken14 on November 13, 2018, 06:04:34 AM
It's probably not yet been finalized, but is it possible we get the stats for the new (and the revised) wildshapes? I imagine the new wildshapes are more for RP reasons, but it'd be fun to see what the devs came up with.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: EO on November 22, 2018, 09:07:04 PM
Added two new Ravenloft feats.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Wholesome Memester on November 22, 2018, 09:34:38 PM
Those two new feats are pretty cool. I like that muse effects crafting rolls, too.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Always_a_hero on November 23, 2018, 12:27:09 AM
If Dead Man Walking requires a save against fear... will the feat user actually be under a fear effect if the save is failed?
Title: Re: Detailed list of new feats - Hak update (4)
Post by: MAB77 on November 23, 2018, 07:13:29 AM
Normal fear effects would apply on a failed fear saving throw. The bonus kicks in when the save is successful.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: BraveSirRobin on November 24, 2018, 07:20:10 AM
Dead Man Walking will be circumvented by anyone with Mind Blank, or with a class immune vs fear, like Paladin. Which is a bit silly, as someone on the Discord pointed out, there would be in-character cause to ask someone to dispell your mindblank, and lure over a creature with a fear aura, so you can boost your open lock skill a couple of points to open a locked door in a dungeon, instead of simply treating it as an auto-success if immune, which is how it should be treat imo. In that way, this 'general' feat with no requirements could be a applicable to Paladins as well, which as it stands, would receive no benefit from it.


..So my suggestion? Either restrict this feat from feat selection for Paladins, as it can be potentially misleading and a dead/useless feat if taken, for Paladin players. Most would, in common sense, assuming being immune to fear dictates an auto-success, instead of rules-lawyering the fact that since you were immune, and thus disallowed to make a saving throw, that you then do not count as having 'passed' the saving throw.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: EO on November 24, 2018, 08:55:04 AM
That would be overpowered. It’d essentially be a free bonus to paladins. Balance wise it makes no sense.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Philos on November 24, 2018, 09:08:49 AM
Perhaps I'm reading wrong but I think BSR was just argueing that it should not be made available for paladins to select so that less experienced paladin players might might not accidentally choose a feat they will receive no benefit from. I don't think he was suggesting that immunity from fear counts counts a success.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: BahamutZ3RO on November 24, 2018, 11:33:48 AM
Dead Man Walking:

(https://i.imgur.com/KxUsDpB.png?1)
Title: Re: Detailed list of new feats - Hak update (4)
Post by: TheFury on November 24, 2018, 11:59:24 AM
Don't you roll the saving throw before immunity is checked? It's been a while since I meddled with that, but binding it to the save should still be fine.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: APorg on November 24, 2018, 11:59:49 AM
Right, BSR is arguing that Dead Man Walking is a false option for Paladins and therefore asking if there's a way of excluding it from their Feat selections on level up. I don't know if that's possible, but it might save some hassle in the long run if so.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: EO on November 24, 2018, 12:23:48 PM
Right, BSR is arguing that Dead Man Walking is a false option for Paladins and therefore asking if there's a way of excluding it from their Feat selections on level up. I don't know if that's possible, but it might save some hassle in the long run if so.

Ah yeah, but no, it's not feasible. It's like other fear saving throw feats. They show up on the paladin's list but are useless.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: BraveSirRobin on November 24, 2018, 01:27:47 PM
Right, BSR is arguing that Dead Man Walking is a false option for Paladins and therefore asking if there's a way of excluding it from their Feat selections on level up. I don't know if that's possible, but it might save some hassle in the long run if so.

Ah yeah, but no, it's not feasible. It's like other fear saving throw feats. They show up on the paladin's list but are useless.

Well, Paladins receive all of the vs. fear saving throw feats for free, more or less. So thus far, there aren't any feats that are useless to a Paladin.. Except maybe Voracious. Philos and Aprogressivist were correct, I was arguing for a way for this feat to not be available to Paladins, otherwise less experienced Paladin players would waste a feat, which costs one of 5 remakes to fix. Not a good situation for anyone involved.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: modderpunk on November 24, 2018, 01:35:42 PM
We can allways add a line; this feat is useless for paladins and other characters imune to fear, in the feat description
Title: Re: Detailed list of new feats - Hak update (4)
Post by: LivingWasteland on November 24, 2018, 05:10:06 PM
If I'm reading and understanding it correctly, Muse does not give the one with the feat any bonuses, yes? Only those around them? So it wold be silly for a barb to take it, to boost their own stuff.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: EO on November 24, 2018, 05:12:38 PM
If I'm reading and understanding it correctly, Muse does not give the one with the feat any bonuses, yes? Only those around them? So it wold be silly for a barb to take it, to boost their own stuff.

Exactly. You’re a muse, so an inspiration to others.
Title: Re: Detailed list of new feats and domains - Hak update (4)
Post by: EO on November 26, 2018, 08:19:23 PM
Added another feat and a new Ravenloft domain.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: Nemesis 24 on November 26, 2018, 08:34:50 PM
There are two feats named Muse now! Think it might be a typo.
Title: Re: Detailed list of new feats - Hak update (4)
Post by: EO on November 26, 2018, 08:35:44 PM
There are two feats named Muse now! Think it might be a typo.

I only see one. :)
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: EO on March 16, 2019, 11:21:11 AM
-Added Augment Healing.
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: Hypatia on March 16, 2019, 07:56:09 PM
Augment Healing…. swoon.  THANK YOU
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: Hypatia on March 21, 2019, 06:15:35 PM
Any update on when this is coming out? My cure spells are so wimpy!
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: TheFury on March 21, 2019, 06:34:39 PM
Just a question on Augment Healing:

By the wiki at least, all of the regeneration spells are also Conjuration. Meaning they get the benefit as well.

Does that then add to their healing on initial burst? For example, regenerate gives an 18 HP burst on the first round (6+innate spell level *2) then peters down to 6?
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: EO on March 21, 2019, 06:42:29 PM
Just a question on Augment Healing:

By the wiki at least, all of the regeneration spells are also Conjuration. Meaning they get the benefit as well.

Does that then add to their healing on initial burst? For example, regenerate gives an 18 HP burst on the first round (6+innate spell level *2) then peters down to 6?

As indicated in the feat description it only affects Conjuration healing spells, so Conjuration spells with the Healing descriptor.
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: TheFury on March 22, 2019, 12:09:35 AM
(https://cdn.discordapp.com/attachments/483156425762406412/558502045661921280/unknown.png)

Unless the in game description is wrong, all the regeneration spells are conjuration and healing spells as well. At least, the ones my level 11 cleric has unlocked. That was the cause of my confusion.
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: Hypatia on March 22, 2019, 03:13:03 AM
A good balance might be to make this feat apply to duration of regeneration spells, so instead of 2 extra HP on the CLW spell, you get 4 extra due to 2 extra rounds of regen. It effectively doubles the HP, but in slow regen instead of fast burst healing.

By the way, does anyone know if the healing domain affects these regen spells?
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: TheFury on March 22, 2019, 03:23:08 AM
It does not. Healing domain is an empower effect, so it only happens if you have to roll dice to see what HP you recover. (Regen is more a druid thing, too)
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: Hypatia on March 22, 2019, 03:28:17 AM
It does not. Healing domain is an empower effect, so it only happens if you have to roll dice to see what HP you recover. (Regen is more a druid thing, too)
I guess, but I really like the idea of Hypatia being able to slowly regenerate a larger amount of your wounds as opposed to burst healing in an emergency. That doesn't seem like it should need to be a druid only thing. But you can have it because if I can heal back more with an empowered cure spell than a slow regen, not much point in taking the regens...
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: TheFury on March 22, 2019, 03:35:25 AM
Regen is already better than empowered healing. A regenerate serious spell for a 10th level druid restores 60 HP, while the equivalent spell for a cleric (on fourth level, cure critical) maxes at 42, unless you're healing domain--in which case it can hit 58. You're getting to essentially maximize + empower your spell for free in exchange for it taking a while. Clerics get regen spells a level later, druids get cure spells a level later, but they both get all the spells eventually.

That being said, I'd encourage a look at the wiki and some math to figure out what spells are capable of, since we're getting a little off topic.
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: Hypatia on March 22, 2019, 03:41:29 AM
Well.... maybe the healing domain ought to add 1hp per round of regen or something to keep the "healing" domain the best thing for "healing."
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: EO on March 22, 2019, 06:44:54 AM
(https://cdn.discordapp.com/attachments/483156425762406412/558502045661921280/unknown.png)

Unless the in game description is wrong, all the regeneration spells are conjuration and healing spells as well. At least, the ones my level 11 cleric has unlocked. That was the cause of my confusion.

Mmm, good point. I forgot I set those as Conjuration (Healing). I'll look up how the rule applies but likely would be a big healing burst in the first round if you read the description of the feat.
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: PrimetheGrime on April 04, 2019, 09:34:54 AM
I had a query on the feat: Dead Man Walking

Quote
Type of Feat: General
Prerequisite: None.
Specifics: After a brush with the horrors of the night, the character accepts that he is living on borrowed time. Upon making a successful Fear save, he receives a +2 bonus to all saving throws and skill checks for a duration of one turn and one round per level due to the icy calm with which he faces mortal danger. The recognition of man's mortality sometimes can be a source of strength.
Use: Automatic. Does not stack with itself and only applies to fear effects created by monstrous and non player characters.

While I was testing it out it indeed gave out +2 saving throws, but only to Fortitude and Reflex. Will remained the same, Is this intentional?
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: Iridni Ren on April 04, 2019, 10:22:06 AM
In Discord you were saying your PC had some other feats and a good Will save. Could it be a stacking bug of some sort?

The feat says it doesn't stack with itself, and maybe it's not stacking with something else (that it should be).
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: PrimetheGrime on April 05, 2019, 01:04:56 AM
In Discord you were saying your PC had some other feats and a good Will save. Could it be a stacking bug of some sort?

The feat says it doesn't stack with itself, and maybe it's not stacking with something else (that it should be).

Normally I would say yes, but for the purpose of the test I made a new character with no gear save his splint mail so I'm not sure whether will save feats might nullify it or what
Title: Re: Detailed list of new feats & domains - Hak update (4)
Post by: EO on April 06, 2019, 10:21:07 AM
Strange; I'll make a few adjustments but usually when one save doesn't increase it's because you have a similar effect in place already.