Halrax
2021-12-27, 07:15 AM
I have another post planned that tries to improve all the poor or mediocre feats in core 3.5, but at some point I realized these feats should have its own post.
I was thinking about how Toughness is one of the worst feats in the game (except maybe at level one) and how to make it better. Some people like to make feats scale by level or BAB or whatever, but that results in a situation where PCs have to look over all their feats they've already taken when they gain a level to see if those got better, so I prefer flat bonuses. But since Toughness does need to scale somewhat with level, I took a page out of Font of Inspiration's book and came up with this.
Toughness: Gain 5 hp. Can be taken more than once. Each time it's taken the hp gained goes up by 5 (stacking).
So the first you take it, you gain 5, the second time you gain 10 for a total of 15, the third time you gain 15 for a total of 30, etc.
Then I got to thinking about how Improved Toughness doesn't actually improve Toughness or require it (which is weird and nonintuitive), plus the requirement of base Fort save +2 is fairly trivial to meet by the time the feat is worthwhile to take, so then I came up with this.
Improved Toughness: Requires Great Fortitude, Toughness. Gain 10 hp for every time you've taken Toughness. If you take Toughness again you gain another 10 hp.
So now you have a way to increase your hp in a meaningful way if you're into that, plus newer players won't be caught in the trap option of core Toughness. Yes, having multiple feats at low levels (such as human fighter 1) gives you insane hp for that level, but there's a lot more you could be doing with those feats that would be more helpful.
But then I got to thinking, what about the other saves? So I came up with this.
Quickness: Gain +2 to Initiative checks. Can be taken more than once. Each time it's taken the bonus gained goes up by 2 (stacking). (so total bonus is 2/6/12/20/etc.)
Improved Quickness: Requires Lightning Reflexes, Quickness. Gain +4 to Initiative checks for every time you've taken Quickness. If you take Quickness again you gain another +4 to Initiative.
(These replace Improved Initiative. These can practically guarantee going first in a combat assuming one acts in the surprise round, but finding a way to counter or nerf save or dies such as good saves, SR, Uncanny Dodge, Mettle, etc. is important already for Celerity and Celerity doesn't take all your feats for much of your career. So I don't think it's too bad.)
Awareness: Gain 5 ft of blindsense. Can be taken more than once. Each time it's taken the improvement in the radius of blindsense goes up by 5 ft (stacking). (so total radius is 5/15/30/50/etc.)
Improved Awareness: Requires Iron Will, Awareness. Gain 10 ft in Blindsense radius for every time you've taken Awareness. If you take Awareness again you gain another 10 ft of Blindsense radius.
(This one took me a while to come up with. Yes, this is powerful. But it's still blocked by line of effect and getting to any reasonable distance takes a lot of feats. The main benefit is knowing what square an adjacent invisible enemy is in but there's still a miss chance and something like scent isn't that hard to get, plus Darkstalker still exists. My main worry is that I should keep the radius increase linear since area already scales.)
One last note: All of these feats are considered fighter bonus feats.
So, thoughts? Will these feats break the game? Are they as mechanically elegant as I think they are? Will mundanes finally have nice things or will casters just spend every feat on Quickness and win every combat in the surprise round? Should Awareness increase linearly and if so what should Improved Awareness be? (just doubling the radius doesn't seem to fit. Maybe just 10 or 15 ft since that scales with multiple Awareness? Or 5 ft plus 5 ft per 2 or 3 Awareness?) Would anybody ever use these in their games?
I really like them since (among other things) it makes finding feats for monsters with high HD easier (or high level NPC fighters), just have them take Toughness a bunch of times. The developers actually already did this (looking at you, Tarrasque), but this time it's actually worthwhile. Or you can have Quickness for a terrifyingly quick monster (Big Iron intensifies) or Awareness for a monster with ESP.
PEACH!
I was thinking about how Toughness is one of the worst feats in the game (except maybe at level one) and how to make it better. Some people like to make feats scale by level or BAB or whatever, but that results in a situation where PCs have to look over all their feats they've already taken when they gain a level to see if those got better, so I prefer flat bonuses. But since Toughness does need to scale somewhat with level, I took a page out of Font of Inspiration's book and came up with this.
Toughness: Gain 5 hp. Can be taken more than once. Each time it's taken the hp gained goes up by 5 (stacking).
So the first you take it, you gain 5, the second time you gain 10 for a total of 15, the third time you gain 15 for a total of 30, etc.
Then I got to thinking about how Improved Toughness doesn't actually improve Toughness or require it (which is weird and nonintuitive), plus the requirement of base Fort save +2 is fairly trivial to meet by the time the feat is worthwhile to take, so then I came up with this.
Improved Toughness: Requires Great Fortitude, Toughness. Gain 10 hp for every time you've taken Toughness. If you take Toughness again you gain another 10 hp.
So now you have a way to increase your hp in a meaningful way if you're into that, plus newer players won't be caught in the trap option of core Toughness. Yes, having multiple feats at low levels (such as human fighter 1) gives you insane hp for that level, but there's a lot more you could be doing with those feats that would be more helpful.
But then I got to thinking, what about the other saves? So I came up with this.
Quickness: Gain +2 to Initiative checks. Can be taken more than once. Each time it's taken the bonus gained goes up by 2 (stacking). (so total bonus is 2/6/12/20/etc.)
Improved Quickness: Requires Lightning Reflexes, Quickness. Gain +4 to Initiative checks for every time you've taken Quickness. If you take Quickness again you gain another +4 to Initiative.
(These replace Improved Initiative. These can practically guarantee going first in a combat assuming one acts in the surprise round, but finding a way to counter or nerf save or dies such as good saves, SR, Uncanny Dodge, Mettle, etc. is important already for Celerity and Celerity doesn't take all your feats for much of your career. So I don't think it's too bad.)
Awareness: Gain 5 ft of blindsense. Can be taken more than once. Each time it's taken the improvement in the radius of blindsense goes up by 5 ft (stacking). (so total radius is 5/15/30/50/etc.)
Improved Awareness: Requires Iron Will, Awareness. Gain 10 ft in Blindsense radius for every time you've taken Awareness. If you take Awareness again you gain another 10 ft of Blindsense radius.
(This one took me a while to come up with. Yes, this is powerful. But it's still blocked by line of effect and getting to any reasonable distance takes a lot of feats. The main benefit is knowing what square an adjacent invisible enemy is in but there's still a miss chance and something like scent isn't that hard to get, plus Darkstalker still exists. My main worry is that I should keep the radius increase linear since area already scales.)
One last note: All of these feats are considered fighter bonus feats.
So, thoughts? Will these feats break the game? Are they as mechanically elegant as I think they are? Will mundanes finally have nice things or will casters just spend every feat on Quickness and win every combat in the surprise round? Should Awareness increase linearly and if so what should Improved Awareness be? (just doubling the radius doesn't seem to fit. Maybe just 10 or 15 ft since that scales with multiple Awareness? Or 5 ft plus 5 ft per 2 or 3 Awareness?) Would anybody ever use these in their games?
I really like them since (among other things) it makes finding feats for monsters with high HD easier (or high level NPC fighters), just have them take Toughness a bunch of times. The developers actually already did this (looking at you, Tarrasque), but this time it's actually worthwhile. Or you can have Quickness for a terrifyingly quick monster (Big Iron intensifies) or Awareness for a monster with ESP.
PEACH!