Post by joelpt on Feb 11, 2007 14:17:40 GMT
There are a number of feats available that are virtually useless to take for any build, other than as a class prerequisite. Here are some ideas on making these feats more attractive and viable.
I list a technically simpler (?) alternative option for some of these as I don't really know if some of these can even be implemented. Comments welcome.
Blinding Speed: Grant the character a permanent movement speed "grade" boost (e.g. Fast -> Very Fast). Alternative: +2 reflex saves, +1 dodge AC, immunity: slow.
Dirty Fighting: When selected, sacrifice all other attacks in the round, add 1d4+level of damage output (of chosen weapon's physical damage type), and if the victim fails his Fortitude save, he is also blinded for 2 rounds. (think sand in the eyes) Alternative: In addition to the feat's default effects, adds one random Reflex-opposed effect to the victim: blinded 2 rounds, dazed 2 rounds, or slowed 2 rounds.
Circle Kick: When a player takes this feat, immediately remove the feat from their character and instead give them an item which can be used to toggle a Circle Kick like mode. On successful hit, the character attempts to hit an adjacent enemy with (1+level/6)d6 bludgeoning damage (the damage type of your foot) with a -4 AB. This should work on each attack, so a monk with 5 attacks per round could land up to 10 hits with Circle Kick "mode" on. Alternative: on successful hit, do a free improved knockdown attempt against an adjacent enemy (preferably the same one the Circle Kick causes you to attack, and only onhit). Improved Knockdown feat required.
(Auto) Quicken Spell: When the character is hasted, allow a third spell to be cast in the round (simultaneous with the second spell), immediately dequeuing the cast 3rd spell. This 3rd spell would be allowed to cast when at least one of the first three spells in the queue is a quickened spell. Auto Quicken III would give the hasted caster 3 spell casts every round. Alternative: When using the autocaster, dequeue-and-cast a quickened spell from the queue every second, in addition to the standard casting from the queue. Moving or combat breaks the effect.
Epic Toughness I-X: Grant an additional cumulative +5 HP for each consecutive ET feat taken, i.e. +20 for ET I, +25 for ET II, ... +65 for ET X. Taking all 10 feats would net you 425 extra HP.
Epic Energy Resistance: Eliminate the existing bonus granted by this feat. Instead grant 50% permanent stackable immunity to chosen elemental type, stackable with gear and itself. Taking Epic Energy Resistance for a given elemental type twice would therefore grant 100% immunity.
Arcane Defense: Grant spell immunity to the chosen school. Alternative (if this is overpowered): Grant 2+(level/6) to saves versus the chosen spell school. Alternative 2: Each time the feat is taken, allow the character to choose a single spell from the chosen spell school. The character will be granted permanent immunity to the chosen spell.
Alertness, Artist, Blooded, Courteous Magocracy, Stealthy, Deneir's Eye, Fearless: Scale the specific skill bonuses granted by these feats to 2+(level/6) for a total of +12 at level 60.
Snake Blood: Increase reflex save by 2+level/10.
Strong Soul: Grant 1+level/12 bonus on Fortitude and Will.
Fooz
I list a technically simpler (?) alternative option for some of these as I don't really know if some of these can even be implemented. Comments welcome.
Blinding Speed: Grant the character a permanent movement speed "grade" boost (e.g. Fast -> Very Fast). Alternative: +2 reflex saves, +1 dodge AC, immunity: slow.
Dirty Fighting: When selected, sacrifice all other attacks in the round, add 1d4+level of damage output (of chosen weapon's physical damage type), and if the victim fails his Fortitude save, he is also blinded for 2 rounds. (think sand in the eyes) Alternative: In addition to the feat's default effects, adds one random Reflex-opposed effect to the victim: blinded 2 rounds, dazed 2 rounds, or slowed 2 rounds.
Circle Kick: When a player takes this feat, immediately remove the feat from their character and instead give them an item which can be used to toggle a Circle Kick like mode. On successful hit, the character attempts to hit an adjacent enemy with (1+level/6)d6 bludgeoning damage (the damage type of your foot) with a -4 AB. This should work on each attack, so a monk with 5 attacks per round could land up to 10 hits with Circle Kick "mode" on. Alternative: on successful hit, do a free improved knockdown attempt against an adjacent enemy (preferably the same one the Circle Kick causes you to attack, and only onhit). Improved Knockdown feat required.
(Auto) Quicken Spell: When the character is hasted, allow a third spell to be cast in the round (simultaneous with the second spell), immediately dequeuing the cast 3rd spell. This 3rd spell would be allowed to cast when at least one of the first three spells in the queue is a quickened spell. Auto Quicken III would give the hasted caster 3 spell casts every round. Alternative: When using the autocaster, dequeue-and-cast a quickened spell from the queue every second, in addition to the standard casting from the queue. Moving or combat breaks the effect.
Epic Toughness I-X: Grant an additional cumulative +5 HP for each consecutive ET feat taken, i.e. +20 for ET I, +25 for ET II, ... +65 for ET X. Taking all 10 feats would net you 425 extra HP.
Epic Energy Resistance: Eliminate the existing bonus granted by this feat. Instead grant 50% permanent stackable immunity to chosen elemental type, stackable with gear and itself. Taking Epic Energy Resistance for a given elemental type twice would therefore grant 100% immunity.
Arcane Defense: Grant spell immunity to the chosen school. Alternative (if this is overpowered): Grant 2+(level/6) to saves versus the chosen spell school. Alternative 2: Each time the feat is taken, allow the character to choose a single spell from the chosen spell school. The character will be granted permanent immunity to the chosen spell.
Alertness, Artist, Blooded, Courteous Magocracy, Stealthy, Deneir's Eye, Fearless: Scale the specific skill bonuses granted by these feats to 2+(level/6) for a total of +12 at level 60.
Snake Blood: Increase reflex save by 2+level/10.
Strong Soul: Grant 1+level/12 bonus on Fortitude and Will.
Fooz