| Eyolf The Wild Commoner |
So this is a thread containing various little homebrew/houserule thingies that I've picked up along the way or what not, and would like opinions on their balance and such, and if you guys would use them..
This helps me out by finding out if I could use them (if they're balanced and useful)
and helps you guys out by giving you access to random little things.
Anyway. lol---
First off
What do you think of these two Ambi-Dexterity feats, which is most balanced, useful?
Would you use either?
Ambidexterity
Prerequisites
Strength 13+, Dexterity 17+
Benefit
When fighting with two weapons (or a double weapon) you may add your full strength modifier to damage rolls made with your off-hand weapon.
Normal
You only add one-half your strength modifier to damage rolls made with an off-hand weapon.
Ambi-Dexterity [Birth]
You worn born with the innate ability to use both your hands equally, you have no official off-hand.
Prerequisite: Dex 16, (May only take this feat at Character Creation)
Benefit: You reduce the penalties for fighting with two weapons by an additional 2. You also apply your full strength modifier to both hands.
Normal: When wielding two weapons you only apply half your strength modifier to your off-hand weapon.
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What do you all think of these following feats, and how balanced do you think they are?
Combat Step (Combat)
Prerequisites: BAB +6
Benefit: You may move up to half your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.
Improved Combat Step (Combat)
Prerequisites: BAB +11, Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.
Greater Combat Step (Combat)
Prerequisites: BAB +16, Combat Step, Improved Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity.
Normal: You may make a five foot step and still make a full round action.
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What do you think of this houserule for when you roll initiative each round in combat, instead of just once for the encounter.
Initiative Each Round
Delay gives -5 to next round
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What do you all think of these feats, balance and such?
Einhander (Combat)
Your free hand is not a liability but an asset.
Prerequisites: Dex 13, BAB +1, Dodge, Gauntlet to be worn on off-hand.
Benefit: When wielding a single one-handed or light weapon, and a gauntlet on your off-hand, you gain a +1 dodge bonus to AC. This bonus increases to +2 when your base attack bonus equals +6. It further increases to +3 when your base attack bonus equals +11.
Special: Unarmed attacks do not qualify as weapons for this feat.
Nimble Ascent
You are able to use your coordination and balance while climbing, instead of brute strength.
Prerequisites
Dexterity 13
Benefit
You may use your Dexterity modifier instead of your Strength modifier when making Climb checks.
Normal
Climb checks use your Strength modifier.
Pole Arm Double-Fighting (Combat)
You have been specially trained in the use of hafted weapons to deliver deadly blows with the butt end of the haft as well.
Prerequisites: Two-Weapon Fighting, Weapon Focus (Pole Arms), Base Attack Bonus +6
Benefit: You can use pole arms, longspears, and spears as if they were double weapons. You can gain an extra attack per round with these weapons, treating the butt end as if it was one end of a quarterstaff (1d6 bludgeoning damage, x2 critical). You incur all of the normal penalties for two-weapon fighting if you choose to use these weapons in this manner. Weapons that normally have reach lose that quality when using this feat.
Corrosive Spell [Metamagic]
Your spells gain the ability to eat away at the flesh of your foes.
Prerequisites: Ability to cast spells with the [Acid] descriptor.
Benefit: When casting a spell with the [Acid] descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or start to take continuous damage. This damage is equal to half the spell's level per round (minimum 1). This damage is Acid damage, and the effect lasts until the acid is neutralized or the target receives healing (DC 15 Heal check, or magical healing). The spell must successfully deal damage in order to have this effect. A Corrosive Spell uses up a spell slot one level higher than the spell's actual level.
Freezing Spell [Metamagic]
Your spells can freeze your foes in place.
Prerequisites: Ability to cast spells with the [Cold] descriptor.
Benefit: When casting a spell with the [Cold] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's save DC) or become covered in ice crystals that root them to the ground, giving them the Entangled condition and preventing movement. The spell must successfully deal damage in order to have this effect. A Strength check (DC equal to the spell's save DC) ends the effect - the DC for this check decreases by 1 for every 5 minutes the target is entangled. In hot environments, it instead decreases every 1 minute, and in freezing environments, it never decreases. Fire-based spells directed at the entangled target (or the target's square) end the effect immediately. A Freezing spell uses up a spell slot one level higher than the spell's actual level.
Shocking Spell [Metamagic]
Your spells gain the ability to stun your foes.
Prerequisites: Ability to cast spells with the [Electric] descriptor.
Benefit: When casting a spell with the [Electric] descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or become Stunned for one round. The spell must successfully deal damage in order to have this effect. A Shocking Spell uses up a spell slot one level higher than the spell's actual level.
Burning Spell [Metamagic]
Your spells gain the ability to ignite your foes.
Prerequisites: Ability to cast spells with the [Fire] descriptor
Benefit: When casting a spell with the [Fire] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's DC) or catch on fire (dealing 1d6 damage per round until the flames are extinguished). The spell must successfully deal damage in order to have this effect. A Burning Spell uses up a spell slot one level higher than the spell's actual level.
Normal: Most [Fire] damage spells deal instantaneous fire damage that does not threaten to ignite the target.
Teamwork
Benefit: After ten minutes instruction, you can allow your allies to use one skill you possess at your skill ranks. This only applies to base skill ranks. All other modifiers are determined by the character using the ability. Alternatively, you may allow them to use one feat you possess as if they had the feat.
A person may only benefit from one Teamwork effect at a time.
You may affect a number of individuals equal to 1 plus your Charisma Modifier. This ability lasts for one hour.
Coordinated Teamwork
Benefit: Your teamwork ability can affect 2 more allies.
Note: This feat can be taken multiple times. It's effects stack.
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What do you guys think of these spells, balance and all that jazz?
Death’s Wind
Necromancy [Air]
Level: Sor/Wiz 3
Components: V,S
Casting Time: 1 standard action
Range: 30 feet
Area: 30-ft. line
Duration: 2 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Drawing from the planes of air and
negative energy you summon forth a
moderate wind that extends from you in a
straight line. As long as the spell is in effect,
anyone caught in the area of effect suffers
3d8 + 1 point per caster level (maximum
+15) of negative energy damage and must
succeed on a fortitude save or gain one
negative level as the icy wind drains away
life itself. The wind will remain to blow for
2 rounds.
If an affected subject has at least as many
negative levels as HD, it dies. Each negative
level gives a creature a –1 penalty on attack
rolls, saving throws, skill checks, ability
checks and effective level (for determining
the power, duration, DC and other details
of spells or special abilities).
Additionally, a spellcaster loses one spell or
spell slot from his or her highest available
level. Negative levels stack.
Assuming an affected subject survives, it
regains lost levels after a number of hours
equal to your caster level (maximum 15
hours). Usually, negative levels have a
chance of permanently draining the victim’s
levels, but the negative levels from death’s
wind do not last long enough to do so.
An undead creature struck by the wind
gains 5 temporary Hit Points for 1 hour.
Draining Earth
Transmtation [Earth]
Level: Sor/Wiz 2
Components: V,S
Casting Time: 1 standard action
Range: 100 feet + 10 feet per caster level
Area: 30-ft. radius spread
Duration: 1 min./caster level
Saving Throw: Fortitude negates
Spell Resistance: special
All natural earth and stone in the affected
area becomes infused with negative
energy and the ground ruptures under the
unnatural strain. Traversing the affected
area becomes difficult: it costs 2 squares
of movement to enter an affected square.
The DC of Balance and Tumble checks on
affected squares increases by 5. All who
touch the affected ground must succeed
on a Fortitude save or suffer a 1d6 Strength
penalty. A Strength score cannot drop
below 1.
Eternal Rest
Abjuration [Earth]
Level: Clr 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 standard action
Range: 25 feet + 5 feet per two caster
levels
Area: 50 sq. ft./level
Duration: 1 week/level
Saving Throw: Will negates
Spell Resistance: Yes
Most often used on the soil of graveyards,
eternal rest infuses the affected area with
positive energy. The remains of the dead
in the affected area are warded against
easy animation for as long as the spell
lasts. Anyone wishing to animate the dead
using remains affected by eternal rest
must succeed on a DC 25 spellcraft check
to successfully create undead. Even if the
check succeeds, the resulting undead have
–1 HP for every HD they possess. Undead
touching the affected soil suffer 1 point of
positive energy damage for every round of
contact.
Invigorating Breeze
Conjuration (healing) [Air]
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 standard action
Range: 25 feet + 5 feet per two caster
levels
Area: 40-ft. radius spread
Duration: 1 round + 1 round per two levels
Saving Throw: No
Spell Resistance: No
A gentle breeze, full of positive energy,
fl ows in a circular manner throughout the
affected area. All creatures in the area of
effect gain fast healing 2 for as long as they
stay in the area of effect. Constructs and
undead are not affected by this spell.
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What do you guys think of these house rules??
Charge:
Charge is a standard action that allows you to move up to your movement in a straight line and make an attack. You must move at least 10 feet. This replaces the official version which is a full round action for double movement and attack. If you charge, you cannot move after the charge.
Keen & Improved Critical
The Keen enhancement (and the Keen Edge spell) and Improved Critical stack. However, the threat range is doubled +1 rather than tripled, e.g. a Keen Longsword wielded by someone with Improved Critical will have a threat range of 16-20 (rather than 17-20 as it is now or 15-20 if they all stacked normally).
Monks
Alignment: Monks may be Neutral as well as Lawful but may not be Chaoticly aligned.
Maneuver Training:
A Monk adds his Wisdom bonus to his CMB and CMD.
| stringburka |
What do you think of this houserule for when you roll initiative each round in combat, instead of just once for the encounter.Initiative Each Round
Delay gives -5 to next round
Seems like a lot of extra work, but I guess it could be worth it if you want a more "random" feeling. I'd not use it in my own game though.
Ambi-Dexterity [Birth]
I prefer this.
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Combat Step (Combat)
Improved Combat Step (Combat)
Greater Combat Step (Combat)
Seems fine, just fine. I like these.
1. Einhander (Combat)
2. Nimble Ascent
3. Pole Arm Double-Fighting (Combat)
4. Corrosive Spell [Metamagic]
5. Freezing Spell [Metamagic]
6. Shocking Spell [Metamagic]
7. Burning Spell [Metamagic]
8. Teamwork
1. Nice, very nice.
2. Far too weak in my opinion. You'd have to have dex at least 8 points higher than strength for this to be more worth than skill focus BELOW level 10. I'd say let this count for Swim too, and give some other boni. Maybe pack it together with the Run feat and call it Extraordinary Agileness or something.3. Nice, though I'd ask for it to say that you may use just the butt-end if you want. It's a very strong feat for reach weapons though.
4. I think it's decent, though the number of acid spells are quite few.
5. Too computer-gamey for my taste, and far stronger than Shocking Spell. Why not make it "numbing spell" or something like that? Causing it to deal 1 point of subdual damage per damage dice. Also, as with 4, too few cold spells.
6. Seems nice, except for there being quite few lightning spells.
7. Seems nice, but again, to few spells. Note the difference between Corrosive spell and this - this feat would be very good for low-level spells (Burning Burning Hands would be exceptional for a 2nd-level blasting spell, though it's a little close-up) while Corrosive is far superior at higher levels (being harder to stop and causing more damage for spells over level 6).
8. No. Just no. I'd never use this, as it undermines the characters differences too much. I'd maybe allow instructions to be given so that they may use the skill as if trained, or make the feat improve the Aid Other action to double the effect, but not more than that.
I don't have much to say on spells as I mostly run quite low-magic adventures.
What do you guys think of these house rules??
1. Charge:
2. Keen & Improved Critical
3. Monks
4. Maneuver Training:
1. I like it. Fighters need more maneouverability.
2. Feels kinda meh. Too little difference for too specific situation for me to bother.3. YES!
4. VERY MUCH YES!
| Maeloke |
Ambidexterity
Prerequisites
Strength 13+, Dexterity 17+
Benefit
When fighting with two weapons (or a double weapon) you may add your full strength modifier to damage rolls made with your off-hand weapon.
Normal
You only add one-half your strength modifier to damage rolls made with an off-hand weapon.Ambi-Dexterity [Birth]
You worn born with the innate ability to use both your hands equally, you have no official off-hand.
Prerequisite: Dex 16, (May only take this feat at Character Creation)
Benefit: You reduce the penalties for fighting with two weapons by an additional 2. You also apply your full strength modifier to both hands.
Normal: When wielding two weapons you only apply half your strength modifier to your off-hand weapon.
Given that the Core Rulebook already has Double Slice, I'm going to give these a thumbs down. Ambidexterity does exactly the same thing, and the birth version is just more powerful. Since we have precedent... we leave it there.
Combat step feats look good, as do the elemental feats and polearm fighting.
Charge variant creates issues, since move + attack becomes move + move + attack. Move actions can do many other things, and addressing the change for game balance deserves a thread to itself.
Advanced critical rules - unnecessary. Benefits are marginal at best.
Monk alignment - oh hell, I let neutral monks pass all the time. Fists 'aint lawful though :)
Maneuver training - this makes monks a bit too good at maneuvers at early levels. Perhaps have cmb/cmd be calculated according to flurry BAB (= level) instead of base BAB (3/4 level).
| Eyolf The Wild Commoner |
What about this variant of Maneuver Training, Too powerful?
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. The monk does not provoke attacks of opportunity when performing combat maneuvers.
I think that it might be, and feel inclined to go with your idea.
My question is..
would this make the monk O.P., or would it help to fix him up?
I dunno, been hearing things about that the monks get screwed or something. Not sure though.
| Eyolf The Wild Commoner |
Something like this, or maybe 1/4 or 2/4 sub-dual of damage dealt.
So 10 damage dealt would be either 2.5 (2) or 5 sub-dual damage with a cold spell. Or just the 2 points per damage dice? Would this be a good feat?
Freezing Spell [Metamagic]
Your spells can freeze your foes in place.
Prerequisites: Ability to cast spells with the [Cold] descriptor.
Benefit: Whenever you deal damage with a cold spell, that spell also deals sub-dual damage equal to 2 points per damage dice of the spell. A Freezing Spell uses up a spell slot one level higher than the spell's normal level.
| Eyolf The Wild Commoner |
Ran around and found these feats, looked them over, I should do some more looking over, but I'm too lazy right now.
Anyway, here they are, please rate their balance, and usefulness.
Natural Talent
You have an enhanced aptitude for mastering skills.
Prerequisites: none
Benefit: You gain +3 skill points. For every Hit Die you possess beyond 3, you gain an additional +1 skill point. If you have more than 3 Hit Dice, you gain +1 skill points whenever you gain a Hit Die (such as when you gain a level).
Special: This feat does not confer the ability to allocate more skill points to a skill than you have levels. The maximum number of skill points you may have in any skill is equal to your character level.Armored Riding
Prerequisites: Mounted Combat.
Benefit
You no longer suffer from Armor Check Penalty for Riding.
Normal
You suffer a penalty to your Ride Skill from your Armor Check Penalty.Blinding Spell (Metamagic)
by Kelee Cromwell
Spells you cast with the light descriptor temporarily blinds your foes.
Prerequisites
Ability to cast spells with the [Light] descriptor.
Benefit
When casting a spell with the Light descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or become blinded for one round. The spell must successfully deal damage in order to have this effect. A Blinding Spell uses up a spell slot one level higher than the spell's actual level.Elemental Focus
by Charles Wenzler
Spells you cast of a certain elemental type are more effective.
Prerequisites
none
Benefit
Choose one of the following elemental descriptors; acid, air, cold, earth, electricity, fire, sonic or water. Spells you cast of the chosen elemental type gain a +1 increase to your effective caster level.
Normal
Elemental spells are not enhanced specifically.
Special
You may select this feat multiple times. Its effects do not stack. Each time you select this feat it applies to a new element type.Elemental Specialization
Spells you cast of a certain elemental type are bolstered, further damaging your enemies.
Prerequisites
Elemental Focus
Benefit
Choose one elemental descriptor that you are focused in. Spells you cast of the chosen elemental descriptor deal one extra point of damage for each die of damage that the spell deals.
Special
You may select this feat multiple times. Its effects do not stack. Each time you select this feat it applies to a new element type.Greater Elemental Focus
Spells you cast of a certain elemental type are harder to resist.
Prerequisites
Elemental Focus
Benefit
Choose one element that you are focused in. The DC to resist the effects of the chosen element increases by +2.
Normal
The spell save DC is not normall enhanced for particular elemental descriptors.
Special
You may select this feat multiple times. Each time you select this feat it applies to a new elemental descriptor that you have previously focused in or further increases the DC to resist an element you have a greater focus with by an additional +2.Greater Elemental Specialization
Spells you cast of a certain elemental type are far more deadly.
Prerequisites
Elemental Focus, Elemental Specialization
Benefit
Choose one elemental descriptor that you are specialized in. Spells you cast of the chosen elemental descriptor deals three extra points of damage for each die of damage that the spell deals. This bonus does not stack with the damage bonus gained from Elemental Specialization.
Special
You may select this feat multiple times. Its effects do not stack. Each time you select this feat it applies to a new element type.Reactive Sunder (Combat)
by Tim Jenkins
You can damage your opponents' equipment in their moments of weakness.
Prerequisites
Combat Reflexes, Improved Sunder
Benefit
When making an attack of opportunity, you may elect to perform a Sunder maneuver instead. However, you do not gain the +2 bonus to your check that Improved Sunder grants. You can only perform a Reactive Sunder once per round.
Normal
You cannot perform a Sunder maneuver as an attack of opportunity.Reactive Disarm (Combat)
by Tim Jenkins
You are skilled at disarming opponents who let their guard down.
Prerequisites
Combat Reflexes, Improved Disarm
Benefit
When making an attack of opportunity, you may elect to perform a Disarm maneuver instead. However, you do not gain the +2 bonus to your check that Improved Disarm grants. You can only perform a Reactive Disarm once per round.
Normal
You may only make a normal attack when making an Attack of Opportunity.Directional Bull Rush (Combat)
by The Fighter
When performing a Bull Rush Combat Maneuver you can move your targets in various directions.
Prerequisites
Base Attack Bonus +2, Str 13, Power Attack, Improved Bull Rush
Benefit
After a successful Bull Rush attempt you may opt, at any time during the Bull Rush, to move your opponent diagonally the right, diagonally left or straight ahead of you. If moving the target more than 5 feet you must opt to move with your target. This does not increase or decrease the amount of distance you can move your target. You can change this direction as many times per successful Bull Rush attempt as you like (i.e. move in a circle if you like). All other rules of the Bull Rush maneuver remain the same.
Normal
You can only push your target straight back during a Bull Rush.
Special
If you also have the Greater Bull Rush feat you gain an additional +1 to your Bull Rush attempts and to defend against being Bull Rushed. This stacks with the bonuses from Improved Bull Rush and Greater Bull Rush.Spell Channel
You can channel energy more times per day than normal, by expending divine spells.
Prerequisites: Channel Energy 1d6
Benefit: You can sacrifice a Cleric or Paladin spell of up to the highest level you can cast to channel energy, even if you have expended all of your channel energy uses for the day. The channel effect is 1d6 for each level of the spell sacrificed, but you cannot exceed your normal channel energy damage.Charged Channel
You can enhance the potency of your energy channeling by expending spell slots to power them.
Prerequisites: Channel Energy 2d6
Benefit: As a move action, you can sacrifice a Cleric or Paladin spell of a level no greater than your Wisdom (if Cleric) or Charisma (if Paladin) modifier to charge a Channel Energy use to be made on the same turn. For each level of the spell sacrificed, you add 1d6 to the Channel Energy use.
| Eyolf The Wild Commoner |
What do people think of this TWO-WEP variation.
Not sure if I like it myself, but.
Two Weapon Mastery (Combat)
You have become a master of your twin weapons.
Prerequisites: Two Weapon Fighting, Dex 19, BAB +13
Benefit: You take no penalties for dual wielding when you are wielding two weapons of the same type or a double weapon.Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When your base attack bonus equals +6, you gain a second attack with the off-hand weapon, albeit at a -5. When your base attack bonus equals +11, you gain a third attack with the off-hand weapon, albeit at a -10.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Balance and such? Yeah.. Don't think I'll use it myself, but dunno.
| Maeloke |
What about this variant of Maneuver Training, Too powerful?
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. The monk does not provoke attacks of opportunity when performing combat maneuvers.
I think that it might be, and feel inclined to go with your idea.
My question is..
would this make the monk O.P., or would it help to fix him up?
I dunno, been hearing things about that the monks get screwed or something. Not sure though.
Some things to note about the monk's CMB and CMD:
1) Monks already add their wis mod + 1/4 their level to both their AC *and* CMD. Consequently, their CMD is almost always going to be higher than everyone else's already.
2) Starting at 3rd level, monks can use their level in place of their BAB for determining their CMB. This means they're as good as any other martial class at initiating combat maneuvers.
3) Monks get tons of bonus feats, most of which include options for combat maneuvers. Most of these feats both increase the monk's CMB while making these maneuvers, and make them immune to AOO for attempting them.
Basically, monks are natively the best class in the game for combat maneuvers. If they take Defensive Combat Training, they become even better.
Monks are weak because:
-they have to divide their attributes among str, dex, con, and wis, rather than putting everything into str & con or str & dex.
-dex+armor+enhancement generally produces a higher AC than dex+wis+enhancement.
-the monk's middle BAB means power attacking often results in a prohibitive drop in accuracy - not the case for full BAB classes.
| Laurefindel |
Initiative Each Round
Delay gives -5 to next round
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I don't get the point of this one. Delay means that you purposefully act later in the round. Since initiative is rolled every round, the broad is wiped clear and everyone starts with a new chance of acting first.
Mechanically speaking, there are no difference between someone who rolled a low initiative and someone who delayed his action to a low count. Unless you also impose a penalty on those who rolled poorly, I don't see why acting last in the round (purposefully or not) should penalize you on your next round.
'findel
| jreyst |
Combat Step (Combat)
Improved Combat Step (Combat)
Greater Combat Step (Combat)
All of the Combat step ones seem to be emulating the overall effects of Vital Strike. I think the Vital Strike chain achieves the same thing and is cleaner since it reduces dice rolls.
Nimble Ascent
You are able to use your coordination and balance while climbing, instead of brute strength.
Prerequisites
Dexterity 13
Benefit You may use your Dexterity modifier instead of your Strength modifier when making Climb checks.
Normal Climb checks use your Strength modifier.
Personally I'd just let a climber use either Dex or Str for free. I doubt anyone would burn a feat to be able to use their Dex mod when climbing.
Corrosive Spell [Metamagic]
Freezing Spell [Metamagic]
Shocking Spell [Metamagic]
Burning Spell [Metamagic]
I'm doing something similar in my next campaign but not requiring feats. Its just an effort to give a small boost to energy damage spells, ie, make an additional save vs. [fire] spells or catch on fire, make an additional save vs. [cold] spells or be staggered the next round, make an additional save vs. [sonic] spells or be deafened for a few rounds etc. No feat costs, it just adds on to [energy] subtype spells.
I liked some of the spells but don't have time at the moment to comment on them.
| Eyolf The Wild Commoner |
I have no clue how the hell you related The combat steps.
Which allow you to move while making a full attack action.
To Vital Strike
Which allows you to do more damage with a weapon by giving extra damage equal to a roll of the weapons natural damage die.
But.. if you can explain that. I'll go with you.
Anyway, as for the allowance of those... It seems like a good idea.
Not sure if I'd do it myself, might make casters too o.p. Hence the feats.
And if we ever get a feat point system going.
Well then that stuff won't matter, but it really seems like no one wants to help with that.
| jreyst |
I have no clue how the hell you related The combat steps.
Which allow you to move while making a full attack action.
To Vital Strike
Which allows you to do more damage with a weapon by giving extra damage equal to a roll of the weapons natural damage die.
But.. if you can explain that. I'll go with you.
Here is my logic:
The Vital Strike feats effectively let you bypass the fact that if you move in a round you do less damage because you make less attacks. By making one attack do the equivalent damage to the number of attacks you would have normally made, at no penalty to attack, you basically get all your attacks but in one roll. Maybe it doesn't work out to *exactly* the same amount of damage, but its close.
For example, a 6th level fighter would normally have two attacks, one at +6 and one at +1. If he moves though, he can only make one attack at +6. With Vital Strike, he can move, and is still limited to one attack at +6, but if he hits he deals practically the same damage as if he hit with two attacks. Same thing with the higher feats.
Your feats kick in at the same points (+6 bab, +11 bab, +16 bab) and allow the fighter to do the same amount of damage as if he hadn't moved. Actually, as I see it, the Combat Step feats do exactly the same thing as the VS feats, plus more because while the VS feats only let you do additional damage, the Combat Step feats allow for any Full Round Action (which could be a coup de grace or any other FRA). Now the Combat Step feats make the rolls at -2 so that weakens them a bit but overall I'd still say they're more powerful than the Vital Strike versions.
Just my 2 cents though, and to be honest its late and I haven't double-checked any of my random babblings here so I could be way off. This is just off the top of my head.
I also have a question on the mechanics...
Combat Step (Combat)
Prerequisites: BAB +6
Benefit: You may move up to half your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.
So, if I have 30 movement half my movement is 15 but if I do a double move, I can cover 30'. So how far can I actually move when using this ability? I can only move 15 and then do a full round action or I can do a double move, covering 30' and then do a full round action?
| Eyolf The Wild Commoner |
Doesn't a double move use up your standard action which would count as your full round action???
I thought double move counts as a full round action in general.
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table: Actions in Combat for a list of full-round actions.
You can't do a double move and a full round action from what I am aware of. That's quoted from the SRD.
Paul Watson
|
Yeah, you're right, the vital strike feats.
Basically allow that.
Sooo.. Yeah.
But yeah.
Guess that it's an alternative method.
As the person who came up with those feats, allow me to explain: Dual weapon wielders cannot use Vital Strike to get the benefit as they lose half their attacks. You can't use Manyshot on a regular attack, or a Vital Strike. You can't Flurry with Vital Strike. This is so that the combat options that require a full-attack action become possible with a mobile skirmisher which is what Monks and Rangers are supposed tobe anyway. Clearer?
| Eyolf The Wild Commoner |
Eyolf The Wild Commoner wrote:As the person who came up with those feats, allow me to explain: Dual weapon wielders cannot use Vital Strike to get the benefit as they lose half their attacks. You can't use Manyshot on a regular attack, or a Vital Strike. You can't Flurry with Vital Strike. This is so that the combat options that require a full-attack action become possible with a mobile skirmisher which is what Monks and Rangers are supposed tobe anyway. Clearer?Yeah, you're right, the vital strike feats.
Basically allow that.
Sooo.. Yeah.
But yeah.
Guess that it's an alternative method.
Well, your system shall now see use in my games.