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Author Topic: Feat suggestions  (Read 746 times)

Wilkins1952

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Feat suggestions
« on: July 10, 2021, 10:00:18 AM »
Figured this would be a good idea having a thread that people can post feats they have in mind for addition to the module, Keeping it in one place and making it easier for Devs who might be interested in doing this to look for ideas.

As for two feats I would love to see added to the game and potential ways that they could be implemented.


Spoiler: show

Lure of the Blood

Effect. Causes a weapon you have Weapon Specialization with to have the wounding property.

Requirements: BAB +8, Weapon specialization with chosen weapon  Improved Critical with Chosen weapon.


Spoiler: show
Warm Hearted

Effect: Bonus to heal and perform

Requirements: Heal:5 Perform:5
"Its like watching people walk up to the line for "Be excellent to each other" and seeing how far they can spit across it." -GMNO

herkles

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Re: Feat suggestions
« Reply #1 on: July 10, 2021, 10:35:39 AM »
For the record here is what those two feats do in PnP

Warm-Hearted[General]
Your deep compassion for others manifests itself in the gentle way you approach those you try to help, whether you treat injuries of the body or the mind.
Benefit: You receive a +2 bonus on all Heal checks and Hypnosis checks.
Special: You cannot take this feat if you already have the Cold-Hearted feat.

We don't have Hypnosis here, so perform might be the closest for it.



Lure of the Blood[General]
Due to your inherited connection to Strahd’s curse of vampirism, your melee attacks can cause bleeding wounds.
Prerequisites: Base attack bonus +6, Weapon Focus, Weapon Specialization, fighter level 4th
Benefit: Choose a melee weapon for which you already have Weapon Specialization. Whenever you wield a weapon of that type in combat, it
functions as if it had the wounding property in addition to any actual magical properties it might bear.
This is a supernatural ability.
If you are of good alignment, you must make a 1% powers check for every 24-hour period during which you utilize the benefit of this feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Lure of the Blood as one of his fighter bonus feats. He must have Weapon Specialization with a weapon to gain the Lure of the Blood feat for that weapon.

I really like this feat for evil characters, especially blackguards or evil fighters. I am not sure if you can give all weapons that feat automatically or if it would be an ability that makes it have that property.



JustMonika

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Re: Feat suggestions
« Reply #2 on: July 10, 2021, 10:38:49 AM »
That seems an easy way to abuse DP checks to me.

Stormy

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Re: Feat suggestions
« Reply #3 on: July 10, 2021, 10:41:47 AM »

Lure of the Blood[General]
Due to your inherited connection to Strahd’s curse of vampirism, your melee attacks can cause bleeding wounds.
Prerequisites: Base attack bonus +6, Weapon Focus, Weapon Specialization, fighter level 4th
Benefit: Choose a melee weapon for which you already have Weapon Specialization. Whenever you wield a weapon of that type in combat, it
functions as if it had the wounding property in addition to any actual magical properties it might bear.
This is a supernatural ability.
If you are of good alignment, you must make a 1% powers check for every 24-hour period during which you utilize the benefit of this feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Lure of the Blood as one of his fighter bonus feats. He must have Weapon Specialization with a weapon to gain the Lure of the Blood feat for that weapon.

I really like this feat for evil characters, especially blackguards or evil fighters. I am not sure if you can give all weapons that feat automatically or if it would be an ability that makes it have that property.

I love the idea of this feat, however the lore behind it is kinda wonky. Also under no circumstance should we be throwing around any feat that gives DPs, though that goes without saying. I would assume the best option here is just not make it available to good PCs.

herkles

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Re: Feat suggestions
« Reply #4 on: July 10, 2021, 10:42:10 AM »
That seems an easy way to abuse DP checks to me.
A number of feats and spells in PnP have DP checks that we don't include here. Notable raise dead  :mrgreen:


herkles

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Re: Feat suggestions
« Reply #5 on: July 10, 2021, 10:49:27 AM »
As for some PnP feats, here are some others from Legacy of Blood I wouldn't mind seeing.

Hawk’s Cry[General]
Spoiler: show
Merely hearing this awful sound is often enough to cause enemies to flee in terror.
Prerequisites: Cha 13, base attack bonus +3.
Benefit: As a free action, you may emit a terrible shout, causing all opponents within a 30- foot cone to be affected as if by a scare spell (Will DC 10 + one-half your character level + your Charisma modifier). This ability cannot be used while you are currently engaged in melee. This is a sonic, mind-affecting extraordinary ability.
Hawk’s Cry can be used a number of times per day equal to your Charisma modifier.
Special: A fighter may select Hawk’s Cry as one of his fighter bonus feats


Inspired Leadership[General]
Spoiler: show
You can relay competent and compelling instructions to those around you, improving their performance in battle.
Prerequisite: Leadership.
Benefit: As a standard action, you can issue commands to all creatures within line of sight. This can be by voice, or by pre-arranged signals such as hand gestures and so on. For a number of rounds equal to your Wisdom modifier (minimum 1 round), your allies receive a morale bonus equal to your Charisma modifier on all attack rolls, skill checks and saving throws.
This feat can be used a number of times per day equal to your Charisma modifier.
Special: A fighter may select Inspired Leadership as one of his fighter bonus feats.


Master Falconer[General]
Spoiler: show
You have a natural aptitude or perhaps a trained insight into the nature of raptors and are thus highly skilled at handling them.
Prerequisite: Cha 13.
Benefit: You receive a +4 competence bonus on all Handle Animal checks (and animal empathy checks, if you have that ability) with respect to any true raptor or any magical beast that has raptor traits (such as a giant eagle or a griffon).


Poltergeist Hands[General]
Spoiler: show
You can call upon the spirits around you to move things beyond the reach of your hands.
Prerequisites: Cha 15.
Benefit: You gain a +2 bonus on all Sleight of Hand checks. In addition, as a full-round action, you can use unseen servant as a spell-like ability, up to a maximum number of times per day equal to your Charisma modifier. Your effective caster level is 1st.


Greater Skill Focus[General]
Spoiler: show
Choose a skill to which you have already applied the Skill Focus feat. You are now even more adept with that skill than you were before.
Prerequisites: Skill Focus with selected skill.
Benefit: You gain a +3 bonus on all checks made with the selected skill. This bonus stacks with all other bonuses to this skill, including the one from Skill Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill to which you have already applied the Skill Focus feat


Commanding Gaze[General]
Spoiler: show
Your penetrating, unnatural gaze is often enough to stop even the most hardened killer in his tracks.
Prerequisites: Wis 13, Cha 13, Piercing Gaze.
Benefit: As a standard action, you can cause any target within 30 feet to make a Will save (DC 10 + half your HD/levels + your Charisma modifier) or be stunned for 1 full round. A creature that saves against your commanding gaze is immune to its effect for 24 hours. This is a mind-affecting, supernatural ability


Wilkins1952

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Re: Feat suggestions
« Reply #6 on: July 10, 2021, 11:01:31 AM »
That seems an easy way to abuse DP checks to me.
A number of feats and spells in PnP have DP checks that we don't include here. Notable raise dead  :mrgreen:

Not to mention Necromancy in general, I Think this is fine and then if a DM does see a player use it and wants to give them a powers check they can, But limiting it to Evil can remove that.


As for  the other feats I really like them espcially Inspired Leadership It could be great for both RP and in combat.
"Its like watching people walk up to the line for "Be excellent to each other" and seeing how far they can spit across it." -GMNO

Syl

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Re: Feat suggestions
« Reply #7 on: July 10, 2021, 11:47:03 AM »
As for some PnP feats, here are some others from Legacy of Blood I wouldn't mind seeing.


Inspired Leadership[General]
Spoiler: show
You can relay competent and compelling instructions to those around you, improving their performance in battle.
Prerequisite: Leadership.
Benefit: As a standard action, you can issue commands to all creatures within line of sight. This can be by voice, or by pre-arranged signals such as hand gestures and so on. For a number of rounds equal to your Wisdom modifier (minimum 1 round), your allies receive a morale bonus equal to your Charisma modifier on all attack rolls, skill checks and saving throws.
This feat can be used a number of times per day equal to your Charisma modifier.
Special: A fighter may select Inspired Leadership as one of his fighter bonus feats.


We already have this with Bard songs, AND fighters already give the same minus the skill checks with both Rallying cry and Insipre competence

Monica O'Sullivan: Master explorer
Tsubaki Yamamoto: Shadow Thief
Roesor Cryso: A slave for the Masters.
Sokol: An Unlikely Hero

MAB77

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Re: Feat suggestions
« Reply #8 on: July 10, 2021, 01:53:38 PM »
For the record here is what those two feats do in PnP

Warm-Hearted[General]
Your deep compassion for others manifests itself in the gentle way you approach those you try to help, whether you treat injuries of the body or the mind.
Benefit: You receive a +2 bonus on all Heal checks and Hypnosis checks.
Special: You cannot take this feat if you already have the Cold-Hearted feat.

We don't have Hypnosis here, so perform might be the closest for it.

Hypnosis is not a supported skill. Perform is not a suitable alternative. Influence would likely befit the description way more, but we never substitute skills that can't be implemented for others when adding feats.

Lure of the Blood[General]
Due to your inherited connection to Strahd’s curse of vampirism, your melee attacks can cause bleeding wounds.
Prerequisites: Base attack bonus +6, Weapon Focus, Weapon Specialization, fighter level 4th
Benefit: Choose a melee weapon for which you already have Weapon Specialization. Whenever you wield a weapon of that type in combat, it
functions as if it had the wounding property in addition to any actual magical properties it might bear.
This is a supernatural ability.
If you are of good alignment, you must make a 1% powers check for every 24-hour period during which you utilize the benefit of this feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Lure of the Blood as one of his fighter bonus feats. He must have Weapon Specialization with a weapon to gain the Lure of the Blood feat for that weapon.

I really like this feat for evil characters, especially blackguards or evil fighters. I am not sure if you can give all weapons that feat automatically or if it would be an ability that makes it have that property.

As is often repeated, the combat system is notoriously hardcoded, making suggesting any combat feats pointless.

Rule of thumb there is usually no need to suggest any feats. If it exists in a published source, that it can be implemented using the game engine and that we feel it fits the module, you can trust that we already have it. We revisit the list of potential feats to add every now and then when beamdog unhardcode new parts of the engine
Best Regards!
MAB

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herkles

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Re: Feat suggestions
« Reply #9 on: July 10, 2021, 01:58:46 PM »
For the record here is what those two feats do in PnP

Warm-Hearted[General]
Your deep compassion for others manifests itself in the gentle way you approach those you try to help, whether you treat injuries of the body or the mind.
Benefit: You receive a +2 bonus on all Heal checks and Hypnosis checks.
Special: You cannot take this feat if you already have the Cold-Hearted feat.

We don't have Hypnosis here, so perform might be the closest for it.

Hypnosis is not a supported skill. Perform is not a suitable alternative. Influence would likely befit the description way more, but we never substitute skills that can't be implemented for others when adding feats.

what about feats like willbreaker that are already implemented that use Hypnosis or another skill in PnP that isn't implemented here?


MAB77

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Re: Feat suggestions
« Reply #10 on: July 10, 2021, 02:30:50 PM »
what about feats like willbreaker that are already implemented that use Hypnosis or another skill in PnP that isn't implemented here?

If a feat can still be useful after dropping the part that can't be implemented then keeping it isn't an issue. But here it would make the feat worse than skill focus heal.
We reserve the right to make adjustments as needed, but those are the exceptions confirming the rule.
Best Regards!
MAB

Dev. Relationist for the Dark Powers.
1 Castle Road, Castle Ravenloft, Village of Barovia.