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Feat NameOld EffectNew EffectNotes
Epic Spells1 spell can be taken at onceCan take multiple times

You'd have a successor feat which the second one has 2 uses instead of 1 use per day, hopefully that would work.

Blooded

Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.

Use: Automatic.

Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +3 bonus on Initiative and a +3 bonus on Spot checks.

Use: Automatic.

Starting feat improvement. All the starting feats related to skills generally give +4 total. However the +2 spot was all that was really relevant. Increase it to +3 and increase the initiative bonus makes sense.

Uses ruleset.2da changes needed:

BLOODED_INITIATIVE_BONUS 3

BLOODED_SPOT_BONUS 3

Thug

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +2 bonus on Initiative checks and a +2 bonus on Persuade checks.

Use: Automatic.

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +3 bonus on Initiative checks and a +3 bonus on Persuade checks.

Use: Automatic.

Not a level 1 only feat!

As Blooded, we increase to +3 each since Initiative isn't as useful. The reason for not +4 is that Smooth Talk is a +4 bonus, so this would just be purely better (unless we implement some specific conversation edits for Smooth Talk). This therefore is strictly better than Skill Focus: Persuade but that is required for Greater Skill Focus.

THUG_PERSUADE_BONUS 3

THUG_INITIATIVE_BONUS 3

Sap

Type of Feat: General

Prerequisite: Base Attack Bonus +1, Called Shot.

Required for: Stunning Fist.

Specifics: A character with this feat is able to make a special stun attack in melee. He makes an attack roll with a -4 penalty, and if the hit successfully deals damage the defender must make a Discipline check with a DC equal to the attacker's attack roll. If the defender fails, he or she is dazed for 12 seconds.

Use: Selected.

Type of Feat: General

Prerequisite: Base Attack Bonus +4, Called Shot.

Specifics: A character with this feat is able to make a special stun attack in melee. The target creature must at most large sized. The character makes an attack roll with a -6 penalty, and if the hit successfully deals damage the defender must make a Discipline check with a DC equal to the attacker's attack roll. If the defender fails, he or she is dazed for 6 seconds.

Use: Selected.

Increased requirements (+4 BAB and Called Shot)

Make it so it only does 6 seconds of Daze. -6 to hit so worse than Knockdown but the effect is generally better and isn't size dependent.

To be honest this is more a "maybe" change. Put in for now and test. A bigger thing would be adding more active feats that need to hit and apply some scripted effect. More difficult to add though (although a toggle on/off, which applies a On Hit effect to your weapon, might do).

Might be good as a fighter/divine champion bonus feat.

SAP_TO_HIT_MODIFIER -6

SAP_EFFECT_DURATION 6.0f

Dirty Fighting

Type of Feat: General

Prerequisite: Base attack bonus +2.

Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d4 points of damage. This mode cannot be used with power attack.

Use: Combat Mode.

Type of Feat: General

Prerequisite: Base attack bonus +2.

Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d8 points of damage. This mode cannot be used with power attack or other combat modes.

Use: Combat Mode.

1d8 extra damage for a feat is not the craziest (great for smaller characters too, with lower powered weapons even when 2 handed). You need more investment in levels for 2 attacks, and some feats for 2 weapon fighting, but it makes the feat go from "Meh" to "useful before level 5" at least.

DIRTY_FIGHTING_BONUS_DICE 8

Favored Enemy

Type of Feat: Class

Prerequisite: Ranger or Harper level 1.

Specifics: The character gains a +1 bonus to any damage delivered to their favored enemy. They also receive a +1 bonus on Listen, Spot, and Taunt checks against the favored enemy. These bonuses improve by +1 for every 5 levels that the ranger gains, but they do not improve for the harper.

Use: Automatic. The ranger may choose additional favored enemies every 5 levels. A harper chooses one more at level 4.

Type of Feat: Class

Prerequisite: Ranger or Harper Scout level 1.

Specifics: The character gains a +1 bonus to any damage delivered to their favored enemy. They also receive a +1 bonus on Listen, Spot, and Taunt checks against the favored enemy. These bonuses improve by +1 for every 5 levels that the ranger gains, or +4 for every 4 levels the harper scout gains, as they obtain more favored enemies (the class levels do not stack, whichever class chose the feat gets bonuses based on the levels for that class).

Use: Automatic. The ranger may choose additional favored enemies every 5 levels, a harper scout every 4 levels.

Just clarification due to harpers actually getting bonuses (at an advanced rate!)