Author Topic: Detailed list of new feats & domains - Hak update (4)  (Read 9238 times)

EO

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Detailed list of new feats & domains - Hak update (4)
« 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 ).
« Last Edit: March 23, 2019, 10:34:26 AM by EO »

PrimetheGrime

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Re: Detailed list of new feats - Hak update (4)
« Reply #1 on: November 05, 2018, 09:24:10 PM »


Delicious

Dumas

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Re: Detailed list of new feats - Hak update (4)
« Reply #2 on: November 05, 2018, 09:37:33 PM »
Druids finally can be the happy animals they've always wanted to be!!!!

DM Cataclysm

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Re: Detailed list of new feats - Hak update (4)
« Reply #3 on: November 05, 2018, 11:13:26 PM »
Mink form, ACTIVATE! :ohnoes:

Fungal Artillery

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Re: Detailed list of new feats - Hak update (4)
« Reply #4 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.
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PrimetheGrime

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Re: Detailed list of new feats - Hak update (4)
« Reply #5 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

Ken14

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Re: Detailed list of new feats - Hak update (4)
« Reply #6 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?


RickDeckard

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Re: Detailed list of new feats - Hak update (4)
« Reply #7 on: November 07, 2018, 11:13:34 AM »
Fighter feats looking good!

haifisch021

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Re: Detailed list of new feats - Hak update (4)
« Reply #8 on: November 07, 2018, 11:33:11 AM »
<3 best hak update ever

now just gotta add Zeidenberg ;)
Me miserable! which way shall I fly
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To which the hell I suffer seems a heaven.

EO

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Re: Detailed list of new feats - Hak update (4)
« Reply #9 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.

Fungal Artillery

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Re: Detailed list of new feats - Hak update (4)
« Reply #10 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.
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Ken14

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Re: Detailed list of new feats - Hak update (4)
« Reply #11 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.

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Re: Detailed list of new feats - Hak update (4)
« Reply #12 on: November 22, 2018, 09:07:04 PM »
Added two new Ravenloft feats.

Wholesome Memester

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Re: Detailed list of new feats - Hak update (4)
« Reply #13 on: November 22, 2018, 09:34:38 PM »
Those two new feats are pretty cool. I like that muse effects crafting rolls, too.

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Re: Detailed list of new feats - Hak update (4)
« Reply #14 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?
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Re: Detailed list of new feats - Hak update (4)
« Reply #15 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.
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BraveSirRobin

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Re: Detailed list of new feats - Hak update (4)
« Reply #16 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.

EO

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Re: Detailed list of new feats - Hak update (4)
« Reply #17 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.

Philos

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Re: Detailed list of new feats - Hak update (4)
« Reply #18 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.
« Last Edit: November 24, 2018, 09:11:42 AM by Philos »

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Re: Detailed list of new feats - Hak update (4)
« Reply #19 on: November 24, 2018, 11:33:48 AM »
Dead Man Walking:

« Last Edit: November 24, 2018, 11:35:55 AM by BahamutZ3RO »
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Re: Detailed list of new feats - Hak update (4)
« Reply #20 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.
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Re: Detailed list of new feats - Hak update (4)
« Reply #21 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.
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EO

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Re: Detailed list of new feats - Hak update (4)
« Reply #22 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.

BraveSirRobin

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Re: Detailed list of new feats - Hak update (4)
« Reply #23 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.

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Re: Detailed list of new feats - Hak update (4)
« Reply #24 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



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