Advice - New Damnation Feat


Homebrew and House Rules

Shadow Lodge

Hi, I created a new Damnation feat for the Way of the Wicked campaign and wanted to get some advice on the balance of it. The 4th feat ability is where I am having trouble and I have presented several variations. Feel free to suggest changes or new ideas.

Feat (Damnation) - Speed Daemon

1st damnation feat: +10 movement speed

2nd damnation feat: Gain additional swift action each round

3rd damnation feat: Gain additional movement action each round that must be used for movement. This replaces the additional swift action you gained with the 2nd damnation feat.

Variation #1
4th damnation feat: As a full round action where all you can do is make move actions, you are affected as if by a time stop spell until the beginning of your next turn. Outside observers easily notice your movement after the fact due to a fiery trail that you leave behind you that can ignite flammable material and persists for 4 rounds. Other loose material may also be moved by the wind generated from this movement. Unlike a time stop spell, you do not gain any extra rounds due to the effects of time stop, but you are undetectable while under its effects. The time stop effect begins at the beginning of your movement, so you do not provoke any AOO for moving through threatened areas.

Variation #2
4th damnation feat: Gain additional standard action each round. This replaces the additional movement action you gained with the 3rd damnation feat.

Variation #3
4th damnation feat: You move so quickly that normal actions take less time to complete. Full round actions only take a standard action to complete. During a full attack, you gain one extra attack at your highest BAB. Standard actions can be completed as move actions. Move actions can be completed as swift actions and swift actions are now free actions. This ability replaces the extra movement you gained with the 3rd damnation feat.


variation 3 is enormously strong, swift actions are technically shorter than move actions but a lot of really powerful effects are used with swift actions. self healing or buffing by a warpriest, quickened spells, smites, cavalier challenge (if I remember correctly. having unlimited swift actions would be crazy good if you built around it, and that's not even counting the extra attack or the other benefits.

this is definitely a cool and interesting feat, but it is WAY more powerful than all the other damnation feats. if I where to say any of the variations it would be #1, since it is thematically cool, but wont lead to someone getting 5 rounds or more of buffing done,or with variation 2 someone getting a bunch of vital strike attacks off in the same round.

As I said, VERY cool feat, but also incredibly powerful.


Flagged for Homebrew Forum.

Shadow Lodge

You're right, the 3rd one is too strong. I didn't think about the swift action abilities.

What if for the 3rd variation you can just complete a full round action as a standard action and it doesn't replace the free move action gained from the 3rd feat.

As for the first variation, I agree it is the coolest. I tried to limit it so you couldn't take advantage of the time stop. The main idea was that you are lightning fast and you can move without being hit for the round, but that is all you can do...move.

Thanks for the input :)

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