Author Topic: Detailed list of new feats - Hak update (3)  (Read 10502 times)

EO

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Detailed list of new feats - Hak update (3)
« on: April 15, 2018, 01:37:29 PM »
Although there is no upcoming hak update any time soon (most likely while/after we move to EE), here's a list of upcoming feats:

General:

Voracious
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Type of Feat: General
Prerequisites: None.
Specifics: The character has discovered the mystical secret of how to steal a person's strength by devouring their corpse. By feeding upon the dead, the character becomes stronger and tougher, and heals wounds at a much faster rate. Sometimes, discovering the secret requires much deliberate research; sometimes, it is discovered accidentally in a moment of desperation and need. When the character eats the required amount of flesh from the corpse of a humanoid (5 pounds for a small creature, 20 pounds for a medium creature), he gains a +2 enhancement bonus to Strength and Constitution for a duration of one week. Eating more than one corpse during this period extends the duration but does not increase the bonus. The character also heals one hit point per level as though he had rested after a full meal. The character no longer gains nutrition from regular food and no longer recovers hit points when resting from eating.
Use: Selected.
Special: Any character may take this feat, but non-evil characters will find their alignments quickly twisting into evil if they use it.


Clarity of Vision
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Type of Feat: General
Prerequisite: Spot 12 ranks.
Specifics: The character can briefly see invisible opponents. Once per day, as a free action, he can attempt a DC 30 Spot check. If successful, he focuses his vision so clearly that he can see invisible creatures for one turn.
Use: Selected.


Healing Hands
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Type of Feat: General
Prerequisite: Heal 5 ranks.
Specifics: The character can bring someone back from the brink of death. Once per day, if the character succeeds on a Heal check made to stabilize a bleeding character, that character also heals 1d6 points of damage.
Use: Automatic.


Opening Tap
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Type of Feat: General
Prerequisite: Open Lock 12 ranks.
Specifics: The character has no time to waste on lock picking. A sharp tap is enough to open a lock. As a free action, the character can make an Open Lock check by tapping a lock with a hard, blunt object such as the pommel of a weapon. As long as the character has a weapon equipped, he can use this ability any number of times per day until he fails an Open Lock check made in this way. After a failure, the character can’t use Opening Tap again until he has rested.
Use: Selected.


Shrouded Dance
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Type of Feat: General
Prerequisite: Hide 12 ranks, Perform 5 ranks.
Benefit: The character can seem to be where he isn't. Once per day, as a quick action, he can attempt a DC 30 Hide check. If he succeeds, the character gains 50% concealment for one round and instantly hides in plain sight as if he had the feat.
Use: Selected.


Extra Wild Shape
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Type of Feat: General
Prerequisite: Wild Shape.
Specifics: The character may use wild shape two extra times per day. If the character can use elemental shape, he can use it one extra time per day.
Use: Automatic.


Extra Rage
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Type of Feat: General
Prerequisite: Barbarian Rage.
Specifics: The character may use barbarian rage two extra times per day.
Use: Automatic.


Mystic Rage
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Type of Feat: General
Prerequisite: Barbarian level 10.
Specifics: During rage, the barbarian gains 4 spell resistance, up to a maximum of 28, for each rage feat the barbarian has, from the following list: Channeled Rage, Destructive Rage, Extended Rage, Extra Rage, Frantic Rage, Indomitable Will, Lightning Rage, Mystic Rage, Reckless Rage, Stone Rage, and Tireless Rage. Channeled Rage increases the maximum spell resistance to 32.
Use: Automatic.


Firearms:

Weapon Focus (flintlock)
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Type of Feat: General
Prerequisite: Proficiency with exotic weapons, base attack bonus +1 or higher.
Required for: Weapon Specialization (fighter only), Greater Weapon Focus (fighter only).
Specifics: A character with this feat is particularly skilled with a flintlock, gaining a +1 attack bonus with it.
Special: The attack bonus will not appear on the character's sheet.


Weapon Focus (musket)
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Type of Feat: General
Prerequisite: Proficiency with exotic weapons, base attack bonus +1 or higher.
Required for: Weapon Specialization (fighter only), Greater Weapon Focus (fighter only).
Specifics: A character with this feat is particularly skilled with a musket, gaining a +1 attack bonus with it.
Special: The attack bonus will not appear on the character's sheet.


Improved Critical (flintlock)
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Type of Feat: General
Prerequisite: Proficiency with exotic weapons, base attack bonus +8 or higher.
Required for: Overwhelming Critical (fighter only)
Specifics: Combat ability doubles the critical threat range with a flintlock. A flintlock that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.
Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat.
Special: The critical threat range change will not appear on the character's sheet.


Improved Critical (musket)
Spoiler: show
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Type of Feat: General
Prerequisite: Proficiency with exotic weapons, base attack bonus +8 or higher.
Required for: Overwhelming Critical (fighter only)
Specifics: Combat ability doubles the critical threat range with a musket. A musket that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.
Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat.
Special: The critical threat range change will not appear on the character's sheet.


Greater Weapon Focus (flintlock)
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Type of Feat: Combat
Prerequisite: Fighter level 13, Weapon Focus (flintlock).
Specifics: The character gains a +2 bonus to all attack rolls with a flintlock in addition to the +1 bonus given by Weapon Focus.
Use: Automatic.
Special: The attack bonus will not appear on the character's sheet.


Greater Weapon Focus (musket)
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Type of Feat: Combat
Prerequisite: Fighter level 13, Weapon Focus (musket).
Specifics: The character gains a +2 bonus to all attack rolls with a musket in addition to the +1 bonus given by Weapon Focus.
Use: Automatic.
Special: The attack bonus will not appear on the character's sheet.


Overwhelming Critical (flintlock)
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Type of Feat: Combat
Prerequisite: Fighter level 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.


Overwhelming Critical (musket)
Spoiler: show
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Type of Feat: Combat
Prerequisite: Fighter level 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.


Weapon Specialization (flintlock)
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Type of Feat: Special
Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus (flintlock).
Specifics: A character with this feat has trained especially hard with flintlocks, and gains a +2 damage bonus when using these weapons in combat.
Special: The damage bonus will not appear on the character's sheet.


Weapon Specialization (musket)
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Type of Feat: Special
Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus (musket).
Specifics: A character with this feat has trained especially hard with muskets, and gains a +2 damage bonus when using these weapons in combat.
Special: The damage bonus will not appear on the character's sheet.


Delven's Maneuver
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Type of Feat: General
Prerequisite: Dex 12+, Weapon Focus (musket) or Weapon Focus (flintlock).
Specifics: Renowned pistoleer Renee Delven was the first to popularize this intricate maneuver, which allows for the loading of a bullet a mere second before firing. When firing a firearm for which the character has the weapon focus feat, he no longer needs to load a bullet manually. As long as there is at least one bullet in the bullets slot, it will be loaded automatically when the character shoots. The character still needs to load gunpowder manually.
Use: Automatic.


Gearling's Superposed Loading Technique
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Type of Feat: General
Prerequisite: Dex 14+, Delven's Maneuver, Weapon Focus (musket) or Weapon Focus (flintlock).
Specifics: This intricate technique, first developed by the Gearling family for testing purposes, allows one to load both bullet and gunpowder at the same time in a matter of seconds. When firing a firearm for which the character has the weapon focus feat, he no longer needs to load bullets and gunpowder manually. As long as there is at least one bullet in the bullets slot and gunpowder in the character's inventory, they will be loaded automatically when he fires his weapon.
Use: Automatic.


Careful Handling
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Type of Feat: General
Prerequisite: Weapon Proficiency (Exotic).
Specifics: The character handles his firearms carefully and stores them properly. When using a firearm, the chance of the weapon backfiring is decreased by half.
Use: Automatic.


Magic:

Misted Magic
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Type of Feat: General
Prerequisite: Ability to cast 2nd-level spells.
Specifics: The character has an enhanced ability to shape mist and fog. Whenever the character casts a foglike or cloud-creating spell, its area of effect and duration are doubled. This applies only when the character is casting one of the following spells: cloud of bewilderment, cloudkill, incendiary cloud, stinking cloud, acid fog or mind fog, spells in which the creation of a cloud or vapors is the primary element in the spell effect.
Use: Automatic.
« Last Edit: May 21, 2018, 09:36:41 AM by EO »

swizzlesaurus

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Re: Detailed list of new feats - Hak update (3)
« Reply #1 on: April 15, 2018, 02:10:45 PM »
Shrouded Dance
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Quote
Type of Feat: General
Prerequisite: Hide 12 ranks, Perform 5 ranks.
Benefit: The character can seem to be where he isn't. Once per day, as a free action, he can attempt a DC 30 Hide check. If he succeeds, the character gains 50% concealment for one round and instantly hides in plain sight as if he had the feat.
Use: Selected.


So can we talk about the implications of giving any class with hide as a class skill HiPS?

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Re: Detailed list of new feats - Hak update (3)
« Reply #2 on: April 15, 2018, 02:15:38 PM »
I rather think it's fine. HiPS you can use as often as you like, whereas this is only good as a quick one-time escape. It accomplishes the same as throwing down Darkness or sneaking around the corner.

APorg

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Re: Detailed list of new feats - Hak update (3)
« Reply #3 on: April 15, 2018, 02:25:24 PM »
So who else's next concept is a cannibal pistoleer?
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ViktorYouFool

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Re: Detailed list of new feats - Hak update (3)
« Reply #4 on: April 15, 2018, 02:26:02 PM »
I rather think it's fine. HiPS you can use as often as you like, whereas this is only good as a quick one-time escape. It accomplishes the same as throwing down Darkness or sneaking around the corner.
Also, given that sorcerers, wizards, and clerics all have access to Ethereal Jaunt which makes you literally invulnerable to anything but a small number of spells, and that any class with UMD can already potentially throw down a scroll to do the same, Letting someone have a babby version of HiPS as a once-per-day escape doesn't seem that OP by comparison.



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Re: Detailed list of new feats - Hak update (3)
« Reply #5 on: April 15, 2018, 02:42:23 PM »
Are you single EO...I think I'm in love.

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Re: Detailed list of new feats - Hak update (3)
« Reply #6 on: April 15, 2018, 06:36:54 PM »
I hope that with all these pistol and musket feats, their damage will be reduced accordingly to compensate for some of the potential they have in PvP encounters. On the flipside, I also hope to see gunsmithing, production of blackpowder and special bullets.

I rather think it's fine. HiPS you can use as often as you like, whereas this is only good as a quick one-time escape. It accomplishes the same as throwing down Darkness or sneaking around the corner.

I disagree. While Shadowdancers can abuse it, they are not a base class. Corner sneaking and throwing down darkness might seem as easy things to do, but they take time and player skill. This is cheap to grab and does not seem to require either of those things, and quite literally every stealthing class can afford to have it. If anything, this also makes the case of a Rogue/Ranger to be superior to pure Ranger once and for all, with the added benefits of the former's class skills and skill point gains.

All the other feats seem okay, if a bit pointless. I will hold that these last few hak updates served little to address the problems with PotM's mechanics, and only added flavor that contributes to flair and a brief sense of wonderment. While I appreciate the work put in by the development team, with the new prestige classes and other additions that have made the game world far more enthusing and diverse, I can't help but feel some of these efforts could've been pointed at more long term issues that were already discussed in dozens of threads (loot, scroll prices, rogue inferiority).
« Last Edit: April 15, 2018, 06:52:33 PM by Pav »

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Re: Detailed list of new feats - Hak update (3)
« Reply #7 on: April 15, 2018, 06:55:03 PM »
Shrouded Dance
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Quote
Type of Feat: General
Prerequisite: Hide 12 ranks, Perform 5 ranks.
Benefit: The character can seem to be where he isn't. Once per day, as a free action, he can attempt a DC 30 Hide check. If he succeeds, the character gains 50% concealment for one round and instantly hides in plain sight as if he had the feat.
Use: Selected.

I've been thinking about this feat. Just for the sake of comparison, here's the text from this website: http://dnd.arkalseif.info/feats/complete-scoundrel--60/shrouded-dance--3303/index.html

Quote
Prerequisite
Hide 8 ranks, Perform (dance) 5 ranks,

Benefit
As a move action, you can attempt a DC 20 Hide check. If you succeed, you have concealment until the start of your next turn.

So in tabletop, this is basically a DC20 Hide check to get 20% concealment for one turn. Obviously rolling this every turn in tabletop is not a problem, but in NWN would be an irritating clickfest.

The differences your version brings in, then, the Hide requirement upped to 12 (it keeps it out of reach of cross-classes but isn't actually much of a requirement for Stealthers since those who do invest in Hide are going to be aiming for 22 or 23 ranks of Hide anyway); and instead of being constantly re-usable every turn for 20% concealment, you use it once per rest for HIPS.

Sure, it's only once per rest, but it's worth bearing in mind that this means any Monk or Rogue (who get Perform as a class skill) can get it for the meagre investment of (effectively ignoring the Hide requirement since that's what they were going to buy anyway) one Feat and 5 skill points in Perform. That's low. Indeed, when I think of what this Feat can do in the hands of any level 20 Monk, Rogue or Assassin to turn the table on potential ambushers (or make level 20 monks even more uncatchable), I think that's very low.

Therefore I think to be balanced, the Performance requirement is really what ought to be raised; that's the real speed bump, not the Hide requirement. IMO around 10 ranks of Perform would start to be in the right ball park.

(And TBH I'm starting to think even Perform 10 is still to be low....)
« Last Edit: April 15, 2018, 06:58:11 PM by aprogressivist »
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Pav

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Re: Detailed list of new feats - Hak update (3)
« Reply #8 on: April 15, 2018, 06:59:07 PM »
I would also perhaps put a level and class requirement, Bard 12 and Monk 12, on top of aprog's suggestion.

ViktorYouFool

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Re: Detailed list of new feats - Hak update (3)
« Reply #9 on: April 15, 2018, 09:51:03 PM »
I would also perhaps put a level and class requirement, Bard 12 and Monk 12, on top of aprog's suggestion.
Why should this be limited to monks and bards?

Honestly, I think it's fine as-is, given that other classes get better for free.



APorg

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Re: Detailed list of new feats - Hak update (3)
« Reply #10 on: April 16, 2018, 12:58:29 AM »
Honestly, I think it's fine as-is, given that other classes get better for free.

This sort of statement is really not true. To get access to "better" (e.g. spells that let you escape) requires an investment into enough caster levels (13 to 14) that you have to be a caster; or having scrolls and the UMD to use them as a Rogue/Bard/Assassin. There's always an opportunity cost.

Hell, let's analyse Monks, since they get both a "for free" not really free ability like this, and are a class that could easily take Shrouded Dance, since they have in Class Perform and Hide.

PotM Monks get empty body at level 18, which lets them cast Ethereal Jaunt once per day. This isn't really "for free" because it commits you to being a high level Monk to get it; you can't, for example, be a Monk/Assassin and get this.

On the other hand, Shrouded Dance as currently written, any level 9 Rogue, Monk or Bard can get this at the cost of -- effectively -- 1 feat and 5 ranks in Perform (since the investment in Hide is taken as given). This is a extremely low opportunity cost that closes very few doors. You can be a pure Rogue, Bard or Monk and do this; or you can still easily play your Rogue/Ranger multiclass or your Rogue/Assassin or Monk/Assassin or Bard/whatever and do this.

So you see: on the one hand, the Monk can choose to go for Empty Body -- but in that case he can't take a Prestige Class -- or he can go for Shrouded Dance, and do whatever the hell he wants.

If I'm a Wizard or Cleric, then that comes with consequences of being a Wizard or Cleric or that level. Nothing is really "free".

One should beware of introducing choices in the game that are too easy to make. The choice to take Shrouded Dance as written is an extremely easy choice to make for the return it gives. Even at Perform 10, I believe it's an excellent deal.
« Last Edit: April 16, 2018, 01:05:04 AM by aprogressivist »
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Re: Detailed list of new feats - Hak update (3)
« Reply #11 on: April 16, 2018, 01:25:50 AM »
Are these feats for real? Some of this abilities are ridiculous sounding.

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Re: Detailed list of new feats - Hak update (3)
« Reply #12 on: April 16, 2018, 01:35:10 AM »
PotM Monks get empty body at level 18, which lets them cast Ethereal Jaunt once per day.

Since Ethereal Jaunt was only just introduced as a spell in the module, I assume this is a recent change.

Was it discussed anywhere (or announced)? The regular NWN Empty Body seems pretty straightforward (50 percent concealment, 1 round/level, twice per day). Any reason for the change?

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Re: Detailed list of new feats - Hak update (3)
« Reply #13 on: April 16, 2018, 01:39:33 AM »
PotM Monks get empty body at level 18, which lets them cast Ethereal Jaunt once per day.

Since Ethereal Jaunt was only just introduced as a spell in the module, I assume this is a recent change.

Was it discussed anywhere (or announced)? The regular NWN Empty Body seems pretty straightforward (50 percent concealment, 1 round/level, twice per day). Any reason for the change?

http://www.d20srd.org/srd/classes/monk.htm#emptyBody

This follows 3.5 rules.
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Re: Detailed list of new feats - Hak update (3)
« Reply #14 on: April 16, 2018, 01:44:11 AM »
I would also perhaps put a level and class requirement, Bard 12 and Monk 12, on top of aprog's suggestion.
Why should this be limited to monks and bards?

Honestly, I think it's fine as-is, given that other classes get better for free.

Because of aprog's reasoning and because they fit the concept of Shrouded Dance better than Rogues. I would also rather not make optimal assassin builds be able to take a HiPS use.

To add to this point belatedly, Bards and Monks make a hefty investment of skillpoints in taking h/ms. Most Bards are Strength these days, and the Dexterity ones don't necessarily have enough Intelligence for those skillpoints. Those that do are inferior elsewhere.

Monks crossclass things like spellcraft and since they have no UMD, cannot stealth as effectively as the other stealthing classes through use of scrolls.

The ability in general, both thematically and mechanically fits better for these two classes to remain balanced, on top of the 10 Perform suggested requirement.
« Last Edit: April 16, 2018, 03:05:29 AM by Pav »

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Re: Detailed list of new feats - Hak update (3)
« Reply #15 on: April 17, 2018, 09:37:50 PM »
Will there ever be a Literacy feat for balancing out the inherent barbarian illiteracy that was implemented?
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Re: Detailed list of new feats - Hak update (3)
« Reply #16 on: April 17, 2018, 09:39:48 PM »
Will there ever be a Literacy feat for balancing out the inherent barbarian illiteracy that was implemented?

Yes, and in the next update.
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Re: Detailed list of new feats - Hak update (3)
« Reply #17 on: April 25, 2018, 02:44:39 AM »
Random thought:

Quote from: Overhelming Critical
Type of Feat: Combat
Prerequisite: Fighter level 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.

This makes perfect sense for most weapons, but does it strike anyone else weird that, say, Overwhelming Critical (Musket) Would require 18 Strength, Cleave, Great Cleave, and Power Attack? A melee weapon, sure. But power attack, cleave, and great cleave can't interact with ranged weapons at all, and no amount of strength your character might have in any way effects their efficacy with crossbows or firearms.




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Re: Detailed list of new feats - Hak update (3)
« Reply #18 on: April 25, 2018, 07:29:28 AM »
Random thought:

Quote from: Overhelming Critical
Type of Feat: Combat
Prerequisite: Fighter level 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.

This makes perfect sense for most weapons, but does it strike anyone else weird that, say, Overwhelming Critical (Musket) Would require 18 Strength, Cleave, Great Cleave, and Power Attack? A melee weapon, sure. But power attack, cleave, and great cleave can't interact with ranged weapons at all, and no amount of strength your character might have in any way effects their efficacy with crossbows or firearms.

Muskets can be used in melee.

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Re: Detailed list of new feats - Hak update (3)
« Reply #19 on: April 25, 2018, 07:59:50 AM »
Random thought:

Quote from: Overhelming Critical
Type of Feat: Combat
Prerequisite: Fighter level 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.

This makes perfect sense for most weapons, but does it strike anyone else weird that, say, Overwhelming Critical (Musket) Would require 18 Strength, Cleave, Great Cleave, and Power Attack? A melee weapon, sure. But power attack, cleave, and great cleave can't interact with ranged weapons at all, and no amount of strength your character might have in any way effects their efficacy with crossbows or firearms.

Muskets can be used in melee.

So let's pretend for a moment that's exactly how it was intended. Why does (flintlock) have the same stat requirments when a Flintlock cannot be used in melee under any circumstances? Clearly this was intended for their ranged function, otherwise only (musket) would be eligible for the feat under those requirements and even then- For some unknown reason 18 Strength, Cleave, Great Cleave and Power Attack feats influence your characters' ability to shoot the enemy better, which makes no sense.

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Re: Detailed list of new feats - Hak update (3)
« Reply #20 on: April 25, 2018, 08:37:18 AM »
It's really just an artefact, a consequence of the fact that Overwhelming Critical has those prerequisites in general. Is it sensible? No. Is it unfortunate? Yes. But then the same issue applies to Overwhelming Critical for bows and crossbows.
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Re: Detailed list of new feats - Hak update (3)
« Reply #21 on: April 25, 2018, 08:40:34 AM »
Random thought:

Quote from: Overhelming Critical
Type of Feat: Combat
Prerequisite: Fighter level 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.

This makes perfect sense for most weapons, but does it strike anyone else weird that, say, Overwhelming Critical (Musket) Would require 18 Strength, Cleave, Great Cleave, and Power Attack? A melee weapon, sure. But power attack, cleave, and great cleave can't interact with ranged weapons at all, and no amount of strength your character might have in any way effects their efficacy with crossbows or firearms.

Muskets can be used in melee.

So let's pretend for a moment that's exactly how it was intended. Why does (flintlock) have the same stat requirments when a Flintlock cannot be used in melee under any circumstances? Clearly this was intended for their ranged function, otherwise only (musket) would be eligible for the feat under those requirements and even then- For some unknown reason 18 Strength, Cleave, Great Cleave and Power Attack feats influence your characters' ability to shoot the enemy better, which makes no sense.

The question was answered sufficiently for its specific case.

It's really just an artefact, a consequence of the fact that Overwhelming Critical has those prerequisites in general. Is it sensible? No. Is it unfortunate? Yes. But then the same issue applies to Overwhelming Critical for bows and crossbows.

+1

Salty_Soykaf

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Re: Detailed list of new feats - Hak update (3)
« Reply #22 on: April 27, 2018, 02:55:59 AM »
....Welp, time to kill off my PCs and start a gunslinger. Jonah Hex time, yall!

Indigocell

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Re: Detailed list of new feats - Hak update (3)
« Reply #23 on: April 27, 2018, 05:23:39 PM »
I have a few questions. I'm assuming these feats are not implemented yet? Also, will firearms have the same problems after we move to EE as they do now? For example, right now the "enchanted" pistols do not seem to add any value to the AB, and they also cannot penetrate certain forms of DR as they should. I could be wrong about that because it's been awhile since I've tested them.

After these feats are implemented and we upgrade to EE, will those issues be resolved? Will firearms be a viable target for spells such as Greater Magic Weapon so they might penetrate DR?

ASymphony

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Re: Detailed list of new feats - Hak update (3)
« Reply #24 on: April 27, 2018, 10:19:48 PM »
Although there is no upcoming hak update any time soon (most likely while/after we move to EE), here's a list of upcoming feats: