| Ravingdork |
Sure Shot
Your training with ranged weapons ensure you never miss through any fault of your own.
Prerequisites: Point Blank Shot, Precise Shot
Benefit: You don't automatically miss when you roll a 1 on a ranged attack roll.
Sure Swing
Your training with Melee weapons ensure you never miss through any fault of your own.
Prerequisites: Weapon Focus (any melee weapon)
Benefit: You don't automatically miss when you roll a 1 on a melee attack roll.
Sure Save
Your training in survival techniques has weeded out any and all weaknesses.
Prerequisites: Great Fortitude, Lightning Reflexes, or Iron Will
Benefit: Choose one saving throw that corresponds to the prerequisite feat you possess. You don't automatically fail when you roll a 1 on that type of save.
Special: You may take this feat up to three times, once for each saving throw. You must meet the prerequisite each time (for example, if you take it twice for Fortitude saves and Will saves, you must first possess both Great Fortitude and Iron Will).
Do these seem balanced to you? Why or why not?
| Amanuensis RPG Superstar 2015 Top 8 |
At the point where these feats become useful, you have already broken game balance, so the question is moot. Do you really want to encourage players to build such extreme characters?
There are already feats that fill this role: Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Second Chance + Improved Second Chance.
If you don't want characters to fail automatically on a natural 1, you could just make a houserule. I like the rules the way they are (it means that mooks still pose a threat to powerful heroes and shouldn't be ignored).
| Ravingdork |
if that is what you want them to do then yes, I was going to ask what your over all intent of them was?
My intent was to make the mythic ability available to non-mythic games without (1) overpowering the game, and (2) not totally invalidate the mythic ability that works similarly.