Author Topic: Detailed List of New Feats - Hak Update (2)  (Read 20682 times)

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Detailed List of New Feats - Hak Update (2)
« on: December 11, 2017, 09:22:29 PM »
A few more feats for the upcoming hak update; I don't think I'll be adding more at this point.

General Feats:

Disciplined Mind
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Type of Feat: General
Prerequisite: None.
Specifics: The character gains a +1 bonus to all Will saving throws and +2 to all Concentration checks.
Use: Automatic.

Filth Eater
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Type of Feat: General
Prerequisite: Resist Disease, Resist Poison.
Specifics: The character gains a +4 bonus on Fortitude saving throws to resist the effects of disease and poison.
Use: Automatic.

Heat Endurance
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Type of Feat: General
Prerequisite: Fort save bonus +2.
Specifics: The character gains +2 on saving throws against fire effects. He can exist comfortably in temperatures up to 50 degrees without having to make dehydration checks.
Use: Automatic.

Cold Endurance
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Type of Feat: General
Prerequisite: Fort save bonus +2.
Specifics: The character gains +2 on saving throws against cold effects. He can exist comfortably in temperatures down to -20 degrees without taking cold damage.
Use: Automatic.

Mercantile Aptitude
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Type of Feat: General
Prerequisite: Appraise 5+.
Required for: Experienced Haggler
Specifics: The character has a natural aptitude to negotiate and trade. When selling to merchants, the character receives 5% more. He also pays 5% less when buying from merchants. The maximum price offered by merchants increases by 5%.
Use: Automatic.

Experienced Haggler
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Type of Feat: General
Prerequisite: Mercantile Aptitude, Appraise 10+.
Required for: Expert Trader
Specifics: The character's well honed haggling skills allow him to favorably negociate with merchants. When selling to merchants, the character receives 10% more. He also pays 10% less when buying from merchants. The maximum price offered by merchants increases by 10%.
Use: Automatic.

Seasoned Trader
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Type of Feat: General
Prerequisite: Experienced Haggler, Appraise 15+.
Specifics: The character is renowned as a seasoned trader. When selling to merchants, the character receives 15% more. He also pays 15% less when buying from merchants. The maximum price offered by merchants increases by 15%.
Use: Automatic.

Sterling Reputation
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Type of Feat: General
Prerequisite: Cha 12+.
Specifics: The character's sterling reputation precedes him. His global outcast rating is lowered by 2.
Use: Automatic.

Unremarkable
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Type of Feat: General
Prerequisite: Cha 9+, Can only take this feat at 2nd-level.
Specifics: The character has an average look and is otherwise unremarkable. As long as his Charisma remains between 9 and 11, his outcast rating reputation dissipates at a faster rate and NPCs are less likely to recognize him if they see him again.
Use: Automatic

Urban Stealth
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Type of Feat: General
Prerequisite: Lore 5+, Move Silently 5+.
Specifics: The character is particularly adept at moving quietly and unnoticed through the city. The character gains a +3 bonus on Hide and Move Silently checks in urban areas. This bonus applies only when the character is outside since it relies on his knowledge of urban environments.
Use: Automatic.

Expert Dungeoneer
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Type of Feat: General
Prerequisite: Lore 8+, Disable Trap 8+.
Specifics: The character's experience and study of dungeons have given him insight on common trapsetting techniques. He receives a +4 bonus on saving throws made against the effects of traps.
Use: Automatic.


Racial Feats:

Battle Hardened
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Type of Feat: Race
Prerequisite: Dwarf, Base Attack Bonus +4.
Specifics: The character's extensive battle experience has left him incredibly calm and composed, even in the heat of battle. He receives a +4 bonus on saving throws against fear effects and +2 on all Discipline checks.
Use: Automatic.

Death's Blood
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Type of Feat: Race
Prerequisite: Elf or Half Elf.
Specifics: The character receives a +4 bonus on saving throws against death magic and negative energy.
Use: Automatic.

Nimble
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Type of Feat: Race
Prerequisite: Halfling.
Specifics: The character receives a +2 bonus on reflex saving throws and on all Move Silently and Tumble checks.
Use: Automatic.

Piercing Sight
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Type of Feat: Race
Prerequisite: Gnome.
Specifics: The character receives a +4 bonus on saving throws against mind-affecting spells and abilities.
Use: Automatic.

Fury of Stone
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Type of Feat: General
Prerequisite: Barbarian Rage, Darkvision.
Specifics: While underground, the character's rage lasts for twice as long as it normally would. However, when above ground, the duration of the character's rage is halved.
Use: Automatic.

Channeled Rage
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Type of Feat: General
Prerequisite: Barbarian Rage, Caliban or Half Orc.
Specifics: The barbarian can focus his rage to counter charms and compulsions. During rage, he adds his new Strength bonus to all Will saving throws.
Use: Automatic.

Menacing Demeanor
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Type of Feat: Race
Prerequisite: Caliban, Orc blood or Orc subtype.
Specifics: The character can tap into his savage heritage to improve his intimidating techniques. He gains a +4 bonus on all Antagonize checks.
Use: Automatic.


Ranger/Druid:

Shared Fury
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Type of Feat: General
Prerequisite: Animal Empathy 5+, Barbarian Rage or Wolverine's Rage, Animal Companion.
Specifics: When the character rages, his animal companion gains the same benefits and penalties from rage that he does, but only if they are within 5 meters from one another.
Use: Automatic.

Savage Empathy
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Type of Feat: General
Prerequisites: Animal Empathy.
Specifics: The character is able to tame beasts like he would normal animals. The character no longer suffers a -4 penalty on his Animal Empathy checks to influence beasts and magical beasts.
Use: Automatic.

Vermin Trainer
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Type of Feat: General
Prerequisites: Animal Empathy, Darkvision.
Specifics: The character is used to the creatures living in the dark. He can use Animal Empathy on vermin and insects as if they were animals.
Use: Automatic.

Elemental Essence
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Type of Feat: Class
Prerequisite: Druid level 6, Wild Shape.
Specifics: The druid can channel the power of the four elements from the natural world around him. He may spend one daily use of his wild shape ability to surround his limbs and weapons with an aura of the chosen energy. While this effect is active, each attack he makes deals an extra 1d6 points of the appropriate type of energy damage. Additionally, the druid gains resistance 5 against that type of energy. These effects last for a number of turns equal to his druid level (up to a maximum of 10).
Use: Selected.

Primeval Wild Shape
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Type of Feat: Class
Prerequisite: Wild Shape, Cold Endurance.
Specifics: The druid's wild shape forms are stronger than normal. When he assumes a wild shape form, he draws energy from the primeval form of the creature that existed in the ancient past during a vast ice age. Doing so grants the new form a +2 bonus to Strength, a +2 bonus to its Dodge armor, and resistance 10 to cold damage.
Use: Automatic.

Hawk's Vision
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Type of Feat: Class
Prerequisite: Wild Shape, Spot 4+ ranks.
Specifics: The druid can improve his visual acuity. He may spend one of his wild shape uses to gain Point Blank Shot and a +8 bonus to Spot for a number of hours equal to his druid level.
Use: Selected.


Fighters:

Armor Skin
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Type of Feat: General
Prerequisite: Fighter 17+, Con 15+, Toughness.
Specifics: The character gains a natural +2 bonus to armor class.
Use: Automatic.

Greater Weapon Focus
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Type of Feat: Combat
Prerequisite: Fighter 13+, Weapon Focus in the chosen weapon group.
Specifics: The character gains a +2 bonus to all attack rolls with the chosen weapon in addition to the +1 bonus given by Weapon Focus.
Use: Automatic.

Superior Initiative
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Type of Feat: Combat
Prerequisite: Fighter 10+, Dex 15+, base attack bonus 12+, Improved Initiative.
Specifics: The character gains a +8 bonus on initiative checks.
Use: Automatic.

Overwhelming Critical
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Type of Feat: Combat
Prerequisite: Fighter 17+, Str 18+, Cleave, Great Cleave, Improved Critical (in chosen weapon) and Power Attack.
Specifics: When using the weapon chosen, the character deals +2d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, it's +3d6, and if the multiplier is x4, +4d6.
Use: Automatic.

Rallying Cry
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Type of Feat: General
Prerequisite: Fighter 10+, Cha 12+, Influence 4+.
Specifics: Three times per day, the character can utter a powerful shout that gives all allies (including himself) within 60 feet a +1 bonus to attack and a 20% bonus to movement speed for one turn and a number of rounds equal to half his character's level + his Charisma bonus.
Use: Selected.

Inspire Competence
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Type of Feat: General
Prerequisite: Fighter 12+, Cha 12+, Influence 6+.
Specifics: Once per day, the character can inspire his allies in combat. All affected creatures (including himself) within 60 feet gain a +1 bonus to Attack and Damage, and a +2 bonus against mind-affecting effects for one turn and a number of turns equal to half his character's level + his Charisma bonus.
Use: Selected.

Final Stand
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Type of Feat: General
Prerequisite: Fighter 16+, Cha 12+, Influence 8+.
Specifics: Once per day, the character can inspire his allies to a heroic effort. Each ally (including himself) within 30 feet gains 2d10 hitpoints for one turn and a number of turns equal to half his character's level + his Charisma bonus.
Use: Selected.


Monks:

Unorthodox Flurry
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Type of Feat: General
Prerequisite: Flurry of Blows.
Specifics: The character is trained in a monastic tradition that uses nontraditional weapons. He can use any light melee weapon for his flurry of blows, not just Kamas.
Note: A light weapon is one that is at least one size category smaller than its wielder.
Use: Automatic

Axiomatic Strike
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Type of Feat: General
Prerequisite: Stunning Fist, Monk level 10+.
Specifics: The character may spend one of his Stunning Fist attempts to add 2d6 bludgeoning damage to his unarmed attacks versus chaotic enemies for one turn and a number of rounds equal to his Wisdom bonus.
Use: Selected.


Combat:

Greater Two Weapon Defense
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Type of Feat: General
Prerequisite: Dex 19+, Improved Two Weapon Defense, Base Attack Bonus +11.
Specifics: When wielding two weapons, the character gains a +3 shield bonus to his Armor Class.
Use: Automatic

Bonetti's Defense
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Type of Feat: General
Prerequisite: Expertise, Dex 12+, Int 13+
Specifics: This character has chosen to fight with a one-handed weapon and no shield in the style of the great Borcan fencing master Aldo Bonetti. When fighting with only a one-handed weapon equipped, the character gains a +1 Dodge bonus to his Armor Class.
Use: Automatic

Thibault's Geometry
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Type of Feat: General
Prerequisite: Bonetti's Defense, Dex 14+, Int 13+, Base Attack Bonus +6
Specifics: This character has further practiced the art of fighting without a weapon or shield in the off hand. When fighting with only a one-handed weapon equipped, the character gains a +2 Dodge bonus to his Armor Class.
Use: Automatic

Agrippa's Fundamental Guards
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Type of Feat: General
Prerequisite: Thibault's Geometry, Dex 16+, Int 14+, Base Attack Bonus +11
Specifics: This character can employ a blade as skillfully in defense as in attack. When fighting with only a one-handed weapon equipped, the character gains a +3 Dodge bonus to his Armor Class.
Use: Automatic

Crossbow Sniper
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Type of Feat: General
Prerequisite: Weapon focus with light or heavy crossbow, Base attack bonus +1
Specifics: The character is skilled in lining up accurate, deadly shots with his crossbow. Perhaps he adds custom-made sights to his weapon, or he has learned to maximize the stability and precision the weapon offers. When using a crossbow for which he has the Weapon Focus feat, he gains a damage bonus equal to half his Dexterity bonus.
Use: Automatic

Shield Parry
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Type of Feat: General
Prerequisite: Dex 15+.
Specifics: The character has learnt how to better parry blows with a shield. When fighting with a shield, for every five skill points in Parry the character's armor class is improved by +1 (up to a maximum of +5).
Use: Automatic.


Turn Undead:

Sacred Vitality
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Type of Feat: General
Prerequisite: Turn Undead.
Specifics: The character can channel positive energy to gain protection from damage to his abilities or his life force. He may spend one of his turn undead attempts to gain immunity to ability and level drain for a number of turns equal to his Charisma modifier (minimum of 1 turn).
Use: Selected.

Sacred Boost
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Type of Feat: General
Prerequisite: Turn Undead, Sacred Purification, Heal 12+.
Specifics: The character can channel positive energy to increase the power of cure wounds spells cast near him. He may spend two of his turn undead attempts to place an aura of positive energy upon each creature (including himself) within 60 feet. Any cure wounds spell cast on one of these creatures is automatically maximized, with no adjustment to the spell's level or casting time, for a number of turns equal to his Charisma modifier (minimum of 1 turn).
Use: Selected. This ability only works for non-evil characters.

Profane Boost
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Type of Feat: General
Prerequisite: Turn Undead, Profane Lifeleech, Antagonize 6+.
Specifics: The character can channel negative energy to increase the power of inflict wounds spells cast near him. He may spend two of his turn undead attempts to place an aura of negative energy upon each creature (including himself) within 60 feet. Any inflict wounds spell cast on one of these creatures is automatically maximized, with no adjustment to the spell's level or casting time, for a number of turns equal to his Charisma modifier (minimum of 1 turn).
Use: Selected. This ability only works for evil characters.


Paladin:

Expanded Aura of Courage
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Type of Feat: General
Prerequisite: Inspire Courage, Influence 8+.
Specifics: The paladin's inspire courage ability protects more allies than normal. His aura now affects allies within 60 feet of him and grants them a +6 bonus to Will saving throws versus fear.
Use: Automatic.

Shield Maiden's Grace
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Type of Feat: General
Prerequisite: Divine Grace, Turn Undead.
Specifics: The paladin can channel energy to grant grace and spiritual calm to his companions. He may spend one of his turn undead attempts to grant a touched creature the protection of his divine grace. The creature applies the paladin's Charisma modifier at the time it was touched as a bonus on all saving throws for one turn and a number of rounds equal to the paladin's Charisma modifier (minimum of 1 round). The bonus from this ability does not stack with a paladin's divine grace.
Use: Selected.


Summoning:

Beckon the Frozen
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Type of Feat: General
Prerequisite: Augment Summoning, Spell Focus (Conjuration).
Specifics: Creatures the character summons are infused with cold energy. Each creature the character conjures with a summon spell gains immunity to cold damage and deals an additional 1d6 points of cold damage on its attacks. Creatures with the fire subtype can never be enhanced in this manner.
Use: Automatic.

Necromantic Presence
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Type of Feat: General
Prerequisite: Spell Focus (Necromancy).
Required For: Necromantic Might.
Specifics: Undead the character controls are harder to turn. Each undead the character raises or creates gains gains +4 Turn Resistance.
Use: Automatic.

Necromantic Might
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Type of Feat: General
Prerequisite: Spell Focus (Necromancy), Necromantic Presence.
Specifics: Undead the character controls are more powerful. Each undead the character raises or creates gains a +2 enhancement bonus on their attack rolls and saving throws.
Use: Automatic.
« Last Edit: January 21, 2018, 08:32:33 PM by EO »

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #1 on: December 11, 2017, 09:58:22 PM »
RANGERS GET TO DO WHAT NOW????

My next char will be a ranger. I need this. This is beautiful. This is wonderful.

APorg

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #2 on: December 11, 2017, 10:06:15 PM »
I really like all these feats! Some of them will really make a world of difference for certain builds. I do have some comments:

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Fighters:

Greater Weapon Focus
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Type of Feat: Combat
Prerequisite: Must be a fighter, base attack bonus +13, Weapon Focus in the chosen weapon group.
Specifics: The character gains a +2 bonus to all attack rolls with the chosen weapon in addition to the +1 bonus given by Weapon Focus.
Use: Automatic.


In NWN2 and the 3.5 SRD, this feat only adds another +1 and has a pre-requisite of Fighter level 8. I don't object to the feat being stronger, but would you consider adding this pre-req? This is quite a potent feat that I don't think should be available to any Fighter dip; Fighter 8 sounds like a fair commitment to earn this Feat.

This pre-req would at least give a pure Fighter access to this Feat earlier than most Weapon Master builds. It would be nice for pure Fighters to have some early strengths compared to WM builds.

(References: http://www.dandwiki.com/wiki/SRD:Greater_Weapon_Focus ; http://nwn2.wikia.com/wiki/Greater_Weapon_Focus )

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Overwhelming Critical
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Type of Feat: Combat
Prerequisite: Must be a fighter, Str 18+, base attack bonus +17, Cleave, Great Cleave, Improved Critical (in chosen weapon) and Power Attack.
Specifics: When using the weapon chosen, the character deals +2d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, it's +3d6, and if the multiplier is x4, +4d6.
Use: Automatic.


This feat is also more powerful than the NWN2 / 3.5 SRD versions (which do 1d6 damage less across the board). This seems a little more questionable since it really looks like a crazily good choice for Weapon Masters, a class that I don't really think needs more help in the damage-dealing department or in popularity. Yes, it costs a lot of Feats -- which will probably keep it out of reach of Rogue/Fighter/WM builds. But it will be a no-brainer for Fighter/Weapon Masters.

If the purpose is not to boost Weapon Masters too much, could we instead gate the Feat through a base class Pre-req, e.g. Barbarian 8 OR Fighter 8 OR Paladin 8 OR Ranger 8?

At least, that's my first impressions looking at those two feats.
« Last Edit: December 11, 2017, 10:10:58 PM by aprogressivist »
“Moral wounds have this peculiarity - they may be hidden, but they never close; always painful, always ready to bleed when touched, they remain fresh and open in the heart.”
― Alexandre Dumas, The Count of Monte Cristo

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #3 on: December 11, 2017, 10:14:55 PM »
Quote
This feat is also more powerful than the NWN2 / 3.5 SRD versions (which do 1d6 damage less across the board). This seems a little more questionable since it really looks like a crazily good choice for Weapon Masters, a class that I don't really think needs more help in the damage-dealing department or in popularity. Yes, it costs a lot of Feats -- which will probably keep it out of reach of Rogue/Fighter/WM builds. But it will be a no-brainer for Fighter/Weapon Masters.

It's gated to Fighter 17.
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APorg

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #4 on: December 11, 2017, 10:17:28 PM »
Oh, "must be a Fighter" means "must be a pure Fighter"? Then ignore my comments above :D
“Moral wounds have this peculiarity - they may be hidden, but they never close; always painful, always ready to bleed when touched, they remain fresh and open in the heart.”
― Alexandre Dumas, The Count of Monte Cristo

EO

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #5 on: December 11, 2017, 10:19:42 PM »
Oh, "must be a Fighter" means "must be a pure Fighter"? Then ignore my comments above :D

Yeah, it's worded exactly like Weapon Specialization:

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Weapon Specialization
Type of Feat: Special
Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus in the chosen weapon group.
Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.
Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Special: Halflings and Gnomes are small creatures and as such they can never use the following Large weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #6 on: December 11, 2017, 11:22:17 PM »
A few more feats for the upcoming hak update; I don't think I'll be adding more at this point.

Bonetti's Defense
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Type of Feat: General
Prerequisite: Weapon Finesse, Dex 15+
Specifics: This character has chosen to fight with a one-handed weapon and no shield in the style of the great Borcan fencing master Aldo Bonetti. When fighting with only a one-handed weapon equipped, the character gains a +1 Dodge bonus to his Armor Class.
Use: Automatic


Thibault's Geometry
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Type of Feat: General
Prerequisite: Bonetti's Defense, Dex 17+, Base Attack Bonus +6
Specifics: This character has further practiced the art of fighting without a weapon or shield in the off hand. When fighting with only a one-handed weapon equipped, the character gains a +2 Dodge bonus to his Armor Class.
Use: Automatic


Agrippa's Fundamental Guards
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Type of Feat: General
Prerequisite: Thibault's Geometry, Dex 19+, Base Attack Bonus +11
Specifics: This character can employ a blade as skillfully in defense as in attack. When fighting with only a one-handed weapon equipped, the character gains a +3 Dodge bonus to his Armor Class.
Use: Automatic


I would rather see these tied to BAB only instead of Dexterity. They are not actual PnP feats by their names and descriptions, and that makes me wonder why they made it in considering our policy. Moreover, they are currently only beneficial to a single archetype, that being the Rapier user. With these obscene Dexterity requirements, everyone is better off dual-wielding, in terms of mechanics, and if we want to open things up for one handing weapons but not making it too broken, I would make away with that last feat, anyway. Besides, Duelists weren't the only ones that used weapons in one hand without a shield in history, nor are they holding that position in Ravenloft.
« Last Edit: December 12, 2017, 12:29:08 AM by Pav »

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #7 on: December 12, 2017, 12:23:49 AM »
A few more feats for the upcoming hak update; I don't think I'll be adding more at this point.

Bonetti's Defense
Spoiler: show
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Type of Feat: General
Prerequisite: Weapon Finesse, Dex 15+
Specifics: This character has chosen to fight with a one-handed weapon and no shield in the style of the great Borcan fencing master Aldo Bonetti. When fighting with only a one-handed weapon equipped, the character gains a +1 Dodge bonus to his Armor Class.
Use: Automatic


Thibault's Geometry
Spoiler: show
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Type of Feat: General
Prerequisite: Bonetti's Defense, Dex 17+, Base Attack Bonus +6
Specifics: This character has further practiced the art of fighting without a weapon or shield in the off hand. When fighting with only a one-handed weapon equipped, the character gains a +2 Dodge bonus to his Armor Class.
Use: Automatic


Agrippa's Fundamental Guards
Spoiler: show
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Type of Feat: General
Prerequisite: Thibault's Geometry, Dex 19+, Base Attack Bonus +11
Specifics: This character can employ a blade as skillfully in defense as in attack. When fighting with only a one-handed weapon equipped, the character gains a +3 Dodge bonus to his Armor Class.
Use: Automatic


I would rather see these tied to BAB only instead of Dexterity. They are not actual PnP feats by their names and descriptions, and that makes me wonder why they made it in considering our policy. Moreover, they are currently only beneficial to a single phenotype, that being the Rapier user. With these obscene Dexterity requirements, everyone is better off dual-wielding, in terms of mechanics, and if we want to open things up for one handing weapons but not making it too broken, I would make away with that last feat, anyway. Besides, Duelists weren't the only ones that used weapons in one hand without a shield in history, nor are they holding that position in Ravenloft.

This is what I was expecting when I first saw the feat's description. Now it just seems like a suboptimal way of going two weapon fighting rather than being able to optimally use a longsword.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #8 on: December 12, 2017, 12:35:08 AM »
A few more feats for the upcoming hak update; I don't think I'll be adding more at this point.

Bonetti's Defense
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Weapon Finesse, Dex 15+
Specifics: This character has chosen to fight with a one-handed weapon and no shield in the style of the great Borcan fencing master Aldo Bonetti. When fighting with only a one-handed weapon equipped, the character gains a +1 Dodge bonus to his Armor Class.
Use: Automatic


Thibault's Geometry
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Bonetti's Defense, Dex 17+, Base Attack Bonus +6
Specifics: This character has further practiced the art of fighting without a weapon or shield in the off hand. When fighting with only a one-handed weapon equipped, the character gains a +2 Dodge bonus to his Armor Class.
Use: Automatic


Agrippa's Fundamental Guards
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Thibault's Geometry, Dex 19+, Base Attack Bonus +11
Specifics: This character can employ a blade as skillfully in defense as in attack. When fighting with only a one-handed weapon equipped, the character gains a +3 Dodge bonus to his Armor Class.
Use: Automatic


I would rather see these tied to BAB only instead of Dexterity. They are not actual PnP feats by their names and descriptions, and that makes me wonder why they made it in considering our policy. Moreover, they are currently only beneficial to a single phenotype, that being the Rapier user. With these obscene Dexterity requirements, everyone is better off dual-wielding, in terms of mechanics, and if we want to open things up for one handing weapons but not making it too broken, I would make away with that last feat, anyway. Besides, Duelists weren't the only ones that used weapons in one hand without a shield in history, nor are they holding that position in Ravenloft.

While I've heard that the feats seem to be in consensus, I would like to add my wish that these would be retooled to allow access to different builds other than a dexterity build. Trying to parallel what is already considered an optimal build (two-weapon fighting and its series of improvement feats) seems unlikely to draw much attention to these feats outside of some very select builds. While it's awesome that consideration is being given to builds outside the box, these feats feel like they're trying to grab those builds and gently nudge them in the box alongside the other ones.

I second the idea of removing the DEX requirements, and as my idea think possibly replacing them with feat or skill-point requirements in addition to the BAB requirement. Maybe Improved Parry, or Skill Focus Parry.

Other stuff looks fun. Gonna enjoy Crossbow Sniper for sure, and I'm glad to see some fighter love.
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Detailed List of New Feats - Hak Update (2)
« Reply #9 on: December 12, 2017, 05:30:44 AM »
The new feats look nice, especially the ones for fighters. Pav's suggestion seems interesting, as it would bring in some variety.
A wishful thought is a reworked Epic Weapon Specialization for fighters of levels 16+. But I understand it might be too strong.
« Last Edit: December 12, 2017, 10:38:12 AM by Mereyn »

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #10 on: December 15, 2017, 10:39:29 PM »
The new feats look nice, especially the ones for fighters. Pav's suggestion seems interesting, as it would bring in some variety.
A wishful thought is a reworked Epic Weapon Specialization for fighters of levels 16+. But I understand it might be too strong.

We considered it but ultimately felt it was too powerful.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #11 on: December 15, 2017, 11:05:09 PM »
The new feats look nice, especially the ones for fighters. Pav's suggestion seems interesting, as it would bring in some variety.
A wishful thought is a reworked Epic Weapon Specialization for fighters of levels 16+. But I understand it might be too strong.

We considered it but ultimately felt it was too powerful.

Maybe a compromise?

Epic Weapon Specialization normally gives a further +4 (for a total of +6 with regular Weapon Specialization). If the bonus were lowered to a regular +2 (for a total of +4 with Weapon Specialization), this would give pure Fighters a strong niche as the damage "generalists". They won't ever really compete with Weapon Masters over crits, and Paladins, Barbarians and Rangers will always beat the Fighter in their own niches.

I mean, adding Overwhelming Critical is a nice touch, but this only works against things that are vulnerable to crits (so basically just levels the playing field a little between pure Fighters and Weapon Masters). Giving pure Fighters a little extra muscle across the board wouldn't, I think, be too much.
« Last Edit: December 15, 2017, 11:07:43 PM by aprogressivist »
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Re: Detailed List of New Feats - Hak Update (2)
« Reply #12 on: December 15, 2017, 11:11:12 PM »
The new feats look nice, especially the ones for fighters. Pav's suggestion seems interesting, as it would bring in some variety.
A wishful thought is a reworked Epic Weapon Specialization for fighters of levels 16+. But I understand it might be too strong.

We considered it but ultimately felt it was too powerful.

Maybe a compromise?

Epic Weapon Specialization normally gives a further +4 (for a total of +6 with regular Weapon Specialization). If the bonus were lowered to a regular +2 (for a total of +4 with Weapon Specialization), this would give pure Fighters a strong niche as the damage "generalists". They won't ever really compete with Weapon Masters over crits, and Paladins, Barbarians and Rangers will always beat the Fighter in their own niches.

I mean, adding Overwhelming Critical is a nice touch, but this only works against things that are vulnerable to crits (so basically just levels the playing field a little between pure Fighters and Weapon Masters). Giving pure Fighters a little extra muscle across the board wouldn't, I think, be too much.

+1 to this.

Additionally, I would see the Weapon Finesse requirement on Bonetti's Defense removed, for reasons mentioned in my previous post - I simply neglected to speak of it because I figured it would be obvious.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #13 on: December 15, 2017, 11:14:53 PM »
Weapon Finesse will remain as a prerequisite; I lowered the Dex requirement a bit more, same for Int (so that to get Agrippa, you need 16 Dex/14 Int; ideally it'd be the other way around but I can understand that no one would roll a melee character with 16 Int) but those feats remain essentially dueling feats. I don't want to remove that flavor. Bonetti, Thibault and Agrippa were three fencing masters. Not all feats are meant to be taken by all characters; hence the initial requirement.

As for Greater Weapon Specialization, there's no proper way to implement it (you can't change the damage bonus of Epic Weapon Specialization since it's hardcoded).
« Last Edit: December 15, 2017, 11:20:58 PM by EO »

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #14 on: December 15, 2017, 11:31:36 PM »
As for Greater Weapon Specialization, there's no proper way to implement it (you can't change the damage bonus of Epic Weapon Specialization since it's hardcoded).

Hmm, if you created a copy of regular Weapon Specialization and gave a character both feats, (so Weapon Specialization plus Copy of Weapon Specialization), would it add the bonus of +2 twice or just once?
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Re: Detailed List of New Feats - Hak Update (2)
« Reply #15 on: December 15, 2017, 11:34:15 PM »
As for Greater Weapon Specialization, there's no proper way to implement it (you can't change the damage bonus of Epic Weapon Specialization since it's hardcoded).

Hmm, if you created a copy of regular Weapon Specialization and gave a character both feats, (so Weapon Specialization plus Copy of Weapon Specialization), would it add the bonus of +2 twice or just once?

Just once; you can't create a copy of hardcoded feats. Basically it's based on the feat #, not the feat's name or whatever other information you provide. If you have a chance, look into the feat.2da file; it's pretty easy to work with and will help understanding how these work.

It's also how I added Unorthodox Flurry; it's a disabled feat that was commented out completely for the Disciple of Shou PrC (Martial Flurry I think). I just added it back and renamed it to use it for our purposes.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #16 on: December 16, 2017, 12:19:25 AM »
Ah well.

As discussed on Discord, though, please consider adding Armor Skin for pure 17+ Fighters. They could certainly afford some nice edge.
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Re: Detailed List of New Feats - Hak Update (2)
« Reply #17 on: December 16, 2017, 09:38:31 AM »
Weapon Finesse will remain as a prerequisite; I lowered the Dex requirement a bit more, same for Int (so that to get Agrippa, you need 16 Dex/14 Int; ideally it'd be the other way around but I can understand that no one would roll a melee character with 16 Int) but those feats remain essentially dueling feats. I don't want to remove that flavor. Bonetti, Thibault and Agrippa were three fencing masters. Not all feats are meant to be taken by all characters; hence the initial requirement.

Yet at the moment it remains mostly limited to only one build, while as discussed here and elsewhere, the purpose of new feats is the possibility of opening up new character paths. I suppose if someone really wanted to one hand a strength weapon they could waste that feat and go with 14 dexterity, but it still seems more than fishy and rather frankly, pointless when they can go with a tower shield and not waste any feats. The requirements as they are right now are good; one handing a strength weapon will never be as good as with a shield but it'd still be understandably more AC than using a two hander, thus being at the very least more competitive than its formerly trashy status.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #18 on: December 16, 2017, 10:31:35 AM »
Quote
Yet at the moment it remains mostly limited to only one build, while as discussed here and elsewhere, the purpose of new feats is the possibility of opening up new character paths. I suppose if someone really wanted to one hand a strength weapon they could waste that feat and go with 14 dexterity, but it still seems more than fishy and rather frankly, pointless when they can go with a tower shield and not waste any feats. The requirements as they are right now are good; one handing a strength weapon will never be as good as with a shield but it'd still be understandably more AC than using a two hander, thus being at the very least more competitive than its formerly trashy status.

Idk, at first glance; yeah, it doesn't compete with TWF or with shields... but on further consideration, I don't think it's meant to. This is a pretty nice handout to anyone who weapon finesses but doesn't want to invest the what, six feats into dual-wielding (ambidex, two-weapon fighting, imp. two-weapon fighting, two-weapon defense, imp two-weapon defense, greater two-weapon defense)? It looks pretty viable on bards, rogues, wizrogues, monks, shifters, and anyone who wants it for flavor.
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Re: Detailed List of New Feats - Hak Update (2)
« Reply #19 on: December 16, 2017, 11:11:00 AM »
It feels weird to me that so many of the new fighter feats seem Cha based.
No Str or Dex based stuff? Why? :-P

Also, even a Con based feat you could go for which prerequisites for would be a high base seems a tad more, well... Martial.
I get the persuasion/commander type is one of those alternative fighter builds people don't often think about but... I don't know that sacrificing much needed Str and Dex (for attacks) points or Con (for tankiness) would be that desirable for martial classes. Maybe that's just me though.
« Last Edit: December 16, 2017, 11:16:09 AM by Kaine »

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #20 on: December 16, 2017, 11:30:01 AM »
Quote
Yet at the moment it remains mostly limited to only one build, while as discussed here and elsewhere, the purpose of new feats is the possibility of opening up new character paths. I suppose if someone really wanted to one hand a strength weapon they could waste that feat and go with 14 dexterity, but it still seems more than fishy and rather frankly, pointless when they can go with a tower shield and not waste any feats. The requirements as they are right now are good; one handing a strength weapon will never be as good as with a shield but it'd still be understandably more AC than using a two hander, thus being at the very least more competitive than its formerly trashy status.

Idk, at first glance; yeah, it doesn't compete with TWF or with shields... but on further consideration, I don't think it's meant to. This is a pretty nice handout to anyone who weapon finesses but doesn't want to invest the what, six feats into dual-wielding (ambidex, two-weapon fighting, imp. two-weapon fighting, two-weapon defense, imp two-weapon defense, greater two-weapon defense)? It looks pretty viable on bards, rogues, wizrogues, monks, shifters, and anyone who wants it for flavor.

It's three feats, essentially upping a one handing rapier build to +8, higher than a tower shield. It's really more than good.

However, a one-handing STR build will only be just the same as a tower shield or even lower. These are still invested feats that you give up on, as well as an enchanted tower shield's other bonuses. They are good additions, and while not meant for STR builds -- why shouldn't they be, at least partially, if past statements were about the inclusion of feats to expand available build paths?

Not sure why you are talking about dual wielding, though.


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Re: Detailed List of New Feats - Hak Update (2)
« Reply #21 on: December 16, 2017, 11:38:18 AM »
I get what he's saying about dual wielding, he's saying these feats are a less feat-heavy option to being able to use a weapon than dual wielding for builds that would benefit from it.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #22 on: December 16, 2017, 12:15:35 PM »
I get what he's saying about dual wielding, he's saying these feats are a less feat-heavy option to being able to use a weapon than dual wielding for builds that would benefit from it.

I get why he's saying it too, but it's sort of irrelevant when we already discussed the potency and equivalencies between the two paths, while the discussion at the moment is generally, in terms of balance perspective, comparing one handing a longsword and sword and board.

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Re: Detailed List of New Feats - Hak Update (2)
« Reply #23 on: December 16, 2017, 03:40:17 PM »
There's nothing saying you have you use a finesseable weapon in order to gain the benefits of these new feats, rather that you just have taken weapon finesse. 18 str/14 dex builds are pretty viable. You could absolutely wield a long sword or even an bastard sword and easily gain access to the first two one handed defense feats- (which is kinda broken imo)

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Detailed List of New Feats - Hak Update (2)
« Reply #24 on: December 16, 2017, 03:52:32 PM »
It's far from broken, considering the points Pav mentioned, in my opinion. It's more or less a possibility for a different style.
Something that I believe is well due, with the list of classes and possible "viable" builds one has at their disposal.